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MadBeardMan
March 30th, 2021, 09:51
Spaceship Combat question.

Created encounter.

Purple Line: Dragging from Spacecraft Battles window to Story, creates Spacecraft Battle: <title>. Clicking on link, produces the proper encounter.

Green Line: Dragging from the Encounter window itself to Story, creates Encounter: <title>. Clicking on link creates empty encounter. Dragging ships onto the empty encounter does not add them, so this way produces no way to run an encounter, even on the fly.

I get that I can just do the Purple Line method, but is the other way supposed to work?

Morning,

I noticed this when building the Pirates of Drinax adventures, it's already fixed in the next version, both should work.

Cheers,
MBM

TheFastEddy
April 1st, 2021, 13:36
Hi;
I am currently unable to get the images in the Core rulebook, Central supply Catalogue and Highguard to link to the associated items and ships .45341

GregRex
April 1st, 2021, 13:57
TheFastEddy, I logged in and confirmed the bug. I created a ticket for MBM. Good catch!

Xargun
May 18th, 2021, 16:23
I just tried to add Subdermal Armour to a character and it no longer has any armor value listed under armor. Old entries on character's still work, but when I add it to a new person it doesn't work. Not sure when this broke.

Xargun

MadBeardMan
May 18th, 2021, 22:10
I just tried to add Subdermal Armour to a character and it no longer has any armor value listed under armor. Old entries on character's still work, but when I add it to a new person it doesn't work. Not sure when this broke.

Xargun

Hi Xargun,

That is most odd, from the Core Rulebook or Central Supply Catalogue?

Cheers,
MBM

Xargun
May 18th, 2021, 22:11
Hi Xargun,

That is most odd, from the Core Rulebook or Central Supply Catalogue?

Cheers,
MBM

Neither of them seem to work.

Xargun

MadBeardMan
May 18th, 2021, 22:32
Neither of them seem to work.

Xargun

Hi Xargun,

Ok, might be due to the updated Data in CSC/Core, I'll get that sorted as soon as I can for you, as if it's data, I can update quicker than ruleset.

Cheers,
MBM

MadBeardMan
May 20th, 2021, 23:55
Neither of them seem to work.

Xargun

Hi Chap,

Fixed it. It was down to the refactored code (I wish I could write unit tests) inside the section that calls armour ratings.

It'll be in the next update, which I'm finishing up as I type this.

Cheers,
MBM

Xargun
May 21st, 2021, 13:11
Hi Chap,

Fixed it. It was down to the refactored code (I wish I could write unit tests) inside the section that calls armour ratings.

It'll be in the next update, which I'm finishing up as I type this.

Cheers,
MBM

Excellent - thank you.

Xargun

Joggz
May 27th, 2021, 15:15
Hi Chap,

Fixed it. It was down to the refactored code (I wish I could write unit tests) inside the section that calls armour ratings.

It'll be in the next update, which I'm finishing up as I type this.

Cheers,
MBM

So I just started here and have been having this trouble with not adding armor on the character. I am using core rulebook. What is worse is not beeing able to even fill it out manually leaving my characters with out armor at all. Did this patch already go out to fix it?

Also I cant drag weapons from list to pc weapon list.

Best regards

Xargun
May 27th, 2021, 15:33
So I just started here and have been having this trouble with not adding armor on the character. I am using core rulebook. What is worse is not beeing able to even fill it out manually leaving my characters with out armor at all. Did this patch already go out to fix it?

Also I cant drag weapons from list to pc weapon list.

Best regards

You don't drag to the action tab - you drag weapons to the equipment tab and the actions tab will auto fill in.
As for armor, you have to equip the armor for it to show up, just having it in your inventory does nothing.

Xargun

Joggz
May 27th, 2021, 19:30
You don't drag to the action tab - you drag weapons to the equipment tab and the actions tab will auto fill in.
As for armor, you have to equip the armor for it to show up, just having it in your inventory does nothing.

Xargun

OMG! I am sorry for my aparent investigation skills... I guess my Int might also be below average :ž It all works great when I put it into equipment and that little tab that says carry equip not carry completly got past me! Thank you very much for the quick reply I love this setup

esmdev
May 27th, 2021, 22:36
Never mind, was solved already. Should have read a little further. :)

Hi, the armor patch is still incoming. It usually takes a couple of weeks.

Are you dragging them to the character's inventory? When it goes into the inventory it generally auto fills the action tab for weapons.

Joggz
May 27th, 2021, 22:43
Never mind, was solved already. Should have read a little further. :)

Hi, the armor patch is still incoming. It usually takes a couple of weeks.

Are you dragging them to the character's inventory? When it goes into the inventory it generally auto fills the action tab for weapons.

This was a User defined error. nothing wrong with the script just me trying to put stuff in all the wrong places. I was pulling weapons straight into weapons and Armor did not go to armor because I did not equip it!

bsycamore
June 9th, 2021, 12:15
Hi All

I've noticed recently that I am getting errors when loading certain Rulesets about missing Fonts.

Is it something fixable, or something that I need not worry about?

47438

superteddy57
June 9th, 2021, 12:35
MOD: Moved to bug report thread. It's best to post in this thread with bugs and errors as the developer will see the reports.

MadBeardMan
June 9th, 2021, 16:22
Hi All

I've noticed recently that I am getting errors when loading certain Rulesets about missing Fonts.

Is it something fixable, or something that I need not worry about?

47438

Hi,

Are you using a custom extension or an updated theme from elsewhere? Maybe called 'TravellerTheme'?

Cheers,
MBM

bsycamore
June 9th, 2021, 17:01
I had Traveller Theme enabled. Turned off now and all seems ok. Cheers

MadBeardMan
June 9th, 2021, 17:03
I had Traveller Theme enabled. Turned off now and all seems ok. Cheers

Hi Chap,

Where did you get said 'Theme' from, so I can see if that's based on the 1E version.

Cheers,
MBM

bsycamore
June 9th, 2021, 17:09
I honestly can't remember. I'll dig back through my posts on these forums and have a look.

bsycamore
June 9th, 2021, 17:20
Its the one shown here. Can't even remember grabbing it.

https://www.fantasygrounds.com/wiki/index.php/Extensions#Traveller_.28Classic.29

Mallorylover23
June 17th, 2021, 03:07
I'm having the same issue, a link to that thread would be great

Mallorylover23
June 17th, 2021, 03:13
I was about to report another bug to the Mongoose Traveller 2e Thread when I saw someone else had reported a bug in a different thread. So I figured I'd start the official bug report thread.

Adding a weapon to a PC
I got the following error message Script Error (string "campaign/scripts/manager_char.lua").692: bad argument #1 to 'len' (String expected, got nil)

NPCs (animal)
I am not able to add a weapon (either by typing it in or dragging from the Items).

can you please add a link to that thread, cause I can't find it and I'm having issues getting weapons into sheets too. all other items are fine as well as weapons in NPC sheets are just fine. Just weapons in the PC sheet

Mallorylover23
June 17th, 2021, 03:17
can you please add a link to that thread, cause I can't find it and I'm having issues getting weapons into sheets too. all other items are fine as well as weapons in NPC sheets are just fine. Just weapons in the PC sheet

ok, nvm. I figured it out. I was trying to pull the weapon into actions instead of inventory. Durrrr.

MadBeardMan
June 17th, 2021, 09:43
ok, nvm. I figured it out. I was trying to pull the weapon into actions instead of inventory. Durrrr.

Morning Mallorylover23,

A good idea, I'll look at allowing you to drop a Weapon in the Action Tab and add it into the Equipment as well.

Cheers,
MBM

dosfox
June 18th, 2021, 11:33
Minor bug: I cannot find a way to reset the turn counter on the Space Combat Tracker. In the Combat Tracker, if I type a new number into the Turn Number field, it will then use the new number as the current turn and for calculating new turn numbers. The Space Combat Tracker seems to remember what turn it is on and keeps using that instead of using the new number I type in.

GregRex
June 18th, 2021, 17:08
Minor bug: I cannot find a way to reset the turn counter on the Space Combat Tracker. In the Combat Tracker, if I type a new number into the Turn Number field, it will then use the new number as the current turn and for calculating new turn numbers. The Space Combat Tracker seems to remember what turn it is on and keeps using that instead of using the new number I type in.

Confirmed, the round doesn't "stick". I'll create a trouble ticket on MBM's project board.

Mallorylover23
June 21st, 2021, 01:38
Characteristic augments are modifying the characteristic DM directly rather than increasing the characteristic base value when equipping an augment. I was noticing that the value wasn't being increased even when the augment was equipped and figured I just needed to increase it manually, which I did. From a 7 to an 8, which should not affect the DM. but when I put the PC into the Party sheet, the DM was a +1 while the value was still being listed as an 8. as soon as i unequipped the augment, the DM went back down to 0.

MadBeardMan
June 21st, 2021, 14:54
Characteristic augments are modifying the characteristic DM directly rather than increasing the characteristic base value when equipping an augment. I was noticing that the value wasn't being increased even when the augment was equipped and figured I just needed to increase it manually, which I did. From a 7 to an 8, which should not affect the DM. but when I put the PC into the Party sheet, the DM was a +1 while the value was still being listed as an 8. as soon as i unequipped the augment, the DM went back down to 0.

Interesting, I'll see what's up with it when I open up the code later in the week.

Cheers,
MBM

RomanK
June 29th, 2021, 20:46
hi,
some bugs:
- Tooltip "SCT" is missing
- Tooltip "TC" is missing (I know, it is beta and for now an external module)
- Inside PS->Ships (GM) , "Hull Points" and "Tons" are not displayed (empty)
- Cannot drag a ship from "Spacecraft" to "PC SCraft"

MadBeardMan
June 29th, 2021, 20:57
hi,
some bugs:
- Tooltip "SCT" is missing
- Tooltip "TC" is missing (I know, it is beta and for now an external module)
- Inside PS->Ships (GM) , "Hull Points" and "Tons" are not displayed (empty)
- Cannot drag a ship from "Spacecraft" to "PC SCraft"

Hi,

Thanks for spending the time to report these, here's some comments for you.

SCT - thanks for this, didn't know the smaller buttons used them
TC is not going to be in until the next release so I'll make sure it has a tooltip
PS Ships. I'll check this.
Dragging Spacecraft. You can't drag a spacecraft to the PC Ships, what you need to do is create a new ship in the PC ship and then drag the spacecraft into that record, it then populates everything.

Cheers,
MBM

RobP
July 1st, 2021, 00:09
I'm seeing this issue in the PC Party & Ships Sheet in 1.2.4. All I did was open the sheet. Screenshot below:
47984

MadBeardMan
July 1st, 2021, 00:16
I'm seeing this issue in the PC Party & Ships Sheet in 1.2.4. All I did was open the sheet. Screenshot below:
47984

Hi,

Did you read the release notes? I put in a comment that any ships transferred but not showing will show an error, so try this:

Adding PC ships to the Party Sheet Fixed the issue that stopped ships 'showing'. Note you WILL get an error when the ships are shown in the PS (they were being transferred just not shown). Remove the ship and add them back in.

Thanks,
MBM

RobP
July 1st, 2021, 06:56
Thanks MBM - that did the trick! Didn't read the release notes as all I saw was 'bright-shiny-new-thing' :)

chumbly
July 1st, 2021, 08:28
Could you add 2 features to PC Spacecraft when you copy a record from Spacecraft?

First: Could you copy the name from the Spacecraft record into the PC Spacecraft class field.
Second: Could then add a link button in PC Spacecraft back to the record in Spacecraft,
allowing the GM to easily access the SPacecraft data and specifically easy access for the Spacecraft Image and Deckplan image links.

Chumbly

johnecc
July 3rd, 2021, 14:50
Hi MBM

I am not sure if this is a bug or just something that hasn't/can't be implemented. My character has the skill Tactics (Military) which when rolled at the start of combat adds the effect number, as an Initiative modifier, to all friendly units. However, even though it says what that modifier is in chat, for example:

Initiative Modifier of 4 applied to all friendly combatants

It does not add the modifier when I roll Initiative, does it need to be manually done?

Thanks
John

rcruk
July 3rd, 2021, 22:42
Hi MBM,

Currently enjoying our play through of the High'n'dry module. So, thought I'd invest in a couple more adventure modules for future sessions.

I'm a bit disappointed with the Calixcuel Incident though, a number of the images are of too low resolution. I can appreciate they get compressed to keep bandwidth down on FGU, and I can accept if they're not quite as sharp as in the document, however they're unreadable. I've included samples below to show what I mean. Whilst I feel like I'm nit picking, I'll probably have to redo these maps so that the players can read them, which is a bit frustrating.

You're doing an amazing job and I don't want to dispirit you - I think this is a quality control issue which I hope isn't present in the other adventure modules.

Kind regards,
rcruk

48048
48049
48050
48051

MadBeardMan
July 4th, 2021, 15:24
Hi MBM

I am not sure if this is a bug or just something that hasn't/can't be implemented. My character has the skill Tactics (Military) which when rolled at the start of combat adds the effect number, as an Initiative modifier, to all friendly units. However, even though it says what that modifier is in chat, for example:

Initiative Modifier of 4 applied to all friendly combatants

It does not add the modifier when I roll Initiative, does it need to be manually done?

Thanks
John

Hi John,

On the player who wants to roll for the Tactics you should find in the Actions Tab this exact action, if you roll it there it should updated the Initiative Mods.

Cheers,
MBM

MadBeardMan
July 4th, 2021, 15:26
Hi MBM,

Currently enjoying our play through of the High'n'dry module. So, thought I'd invest in a couple more adventure modules for future sessions.

I'm a bit disappointed with the Calixcuel Incident though, a number of the images are of too low resolution. I can appreciate they get compressed to keep bandwidth down on FGU, and I can accept if they're not quite as sharp as in the document, however they're unreadable. I've included samples below to show what I mean. Whilst I feel like I'm nit picking, I'll probably have to redo these maps so that the players can read them, which is a bit frustrating.

You're doing an amazing job and I don't want to dispirit you - I think this is a quality control issue which I hope isn't present in the other adventure modules.

Kind regards,
rcruk

48048
48049
48050
48051

Hi Fella,

Thanks for this. It's been a while since that adventure was built, now it's FGU I export to a better quality as FGU doesn't have the same map limits that FGC does (64 vs 32 bit).

I'll add this to my list of adventure updates and get it done in the next cycle (ie 2 weeks or so).

Cheers,
MBM

rcruk
July 4th, 2021, 17:29
Hi Fella,

Thanks for this. It's been a while since that adventure was built, now it's FGU I export to a better quality as FGU doesn't have the same map limits that FGC does (64 vs 32 bit).

I'll add this to my list of adventure updates and get it done in the next cycle (ie 2 weeks or so).

Cheers,
MBM

Also purchased Exodus and the deck plans are impossible to make out. I don't think it's such an issue with images, but when information needs to be taken from maps etc. it becomes a problem.

Myself, I won't be running the modules for some time, would be great if the images were updated in the meanwhile.

Thanks for the response.

Kind regs,
rcruk

johnecc
July 4th, 2021, 23:32
Hi John,

On the player who wants to roll for the Tactics you should find in the Actions Tab this exact action, if you roll it there it should updated the Initiative Mods.

Cheers,
MBM

iirc, I did use the the action tab tactics button and thats what brought up “Initiative Modifier of 4 applied to all friendly combatants” in the chat. If I were to roll it from the skills tab I doubt that would appear.

Admittedly I only tested with myself rolling init after tactics, I will check again next game and have other characters roll init as well.

Cheers
John

johnecc
July 17th, 2021, 11:54
Hi MBM, and it did not apply

I just did a test. I clicked on Tactics on the Action tab, used a +4 modifier to get a high result to make it obvious, got an effect of 6, then myself and 2 others rolled initiative and it did not apply the +6 modifier automatically.

48244

John

dosfox
July 18th, 2021, 18:19
Johnecc,

From what I have observed, the Tactics action applies to the initiatives when it is rolled, not to future initiatives. Try rolling for initiative, then rolling the Tactics action.

johnecc
July 18th, 2021, 22:14
Hmm, okay, I will give that a shot. Though intuitively I would have expected tactics to be needed to be rolled first.

Mallorylover23
July 20th, 2021, 19:45
Interesting, I'll see what's up with it when I open up the code later in the week.

Cheers,
MBM


Characteristic augments are modifying the characteristic DM directly rather than increasing the characteristic base value when equipping an augment. I was noticing that the value wasn't being increased even when the augment was equipped and figured I just needed to increase it manually, which I did. From a 7 to an 8, which should not affect the DM. but when I put the PC into the Party sheet, the DM was a +1 while the value was still being listed as an 8. as soon as i unequipped the augment, the DM went back down to 0.

Any update on how the Augmentations are currently working, or not?

I've been playing around with them today and it seems that the Characteristic Augments add a + to the linked Characteristic in the Characteristic Status block within the Actions Tab of the PC Sheet, but does not add that + to the Characteristic in the Main Tab. I like that, since it helps keep track of the PCs base Characteristics.

I am noticing that there doesn't seem to be any automation for the Skill Augment. So if I pull a Skill Augment into the PC's equipment, it's just listed as "Skill Augmentation (TL 12). For now, I've been editing that entry to be, for instance; "Skill Augmentation (TL 12) Athletics (dexterity) +1 and then manually entering the +1 into the "Mod" column of the Athletics (dexterity) Skill, in the Skill tab.

Also, any plans to linking a lighting effect to the Enhanced Vision (TL 13) Item, so we don't need to manually add a light effect to the token associated with the character?

Also noting that these Augmentation items only work in the PC sheets. There doesn't seem functionality with NPCs. I have no need to actually add to NPCs per se, just noting it for others. If I've got a modded NPC, say a Cyborg of some kind, I'd just manually increase their Characteristics and add in their notes tab what is Augmented.

Your work on this ruleset is nothing short of stupendous, by the way. Please keep it up.

cdjensen99
July 25th, 2021, 13:05
not sure if this is a bug or just that the book is unfinished.

In the Aliens of Charted Space Vol 1, the Zodani section is incomplete. When you click on the button to bring up the table for skills an training, Mishaps, and Events they are all blank, and the button for the table Psionic Skills is missing in all of the careers. The Agent Career has the assignment Tozjabr and Thought Police, however when looking at the ranks an bonuses section it lists Doctor Skills and Benefits, Researcher Skills and benefits, Technitician Skills and Benefits, Tozjabr Skills and Benefits and Though Police skills and benefits. The Scholar Career has skills and training charts for Colonist, Corporate, and Worker and well as the ones that are truly assignments for that career.

MadBeardMan
July 25th, 2021, 13:15
not sure if this is a bug or just that the book is unfinished.

In the Aliens of Charted Space Vol 1, the Zodani section is incomplete. When you click on the button to bring up the table for skills an training, Mishaps, and Events they are all blank, and the button for the table Psionic Skills is missing in all of the careers. The Agent Career has the assignment Tozjabr and Thought Police, however when looking at the ranks an bonuses section it lists Doctor Skills and Benefits, Researcher Skills and benefits, Technitician Skills and Benefits, Tozjabr Skills and Benefits and Though Police skills and benefits. The Scholar Career has skills and training charts for Colonist, Corporate, and Worker and well as the ones that are truly assignments for that career.

Hi cdjensen99,

There's an update for Aliens Vol 1 coming in the week that addresses these. GregRex noticed this. Thanks for posting though, reminds me to get it over to SmiteWorks.

Cheers,
MBM

MadBeardMan
July 25th, 2021, 13:20
Any update on how the Augmentations are currently working, or not?

I've been playing around with them today and it seems that the Characteristic Augments add a + to the linked Characteristic in the Characteristic Status block within the Actions Tab of the PC Sheet, but does not add that + to the Characteristic in the Main Tab. I like that, since it helps keep track of the PCs base Characteristics.

I am noticing that there doesn't seem to be any automation for the Skill Augment. So if I pull a Skill Augment into the PC's equipment, it's just listed as "Skill Augmentation (TL 12). For now, I've been editing that entry to be, for instance; "Skill Augmentation (TL 12) Athletics (dexterity) +1 and then manually entering the +1 into the "Mod" column of the Athletics (dexterity) Skill, in the Skill tab.

Also, any plans to linking a lighting effect to the Enhanced Vision (TL 13) Item, so we don't need to manually add a light effect to the token associated with the character?

Also noting that these Augmentation items only work in the PC sheets. There doesn't seem functionality with NPCs. I have no need to actually add to NPCs per se, just noting it for others. If I've got a modded NPC, say a Cyborg of some kind, I'd just manually increase their Characteristics and add in their notes tab what is Augmented.

Your work on this ruleset is nothing short of stupendous, by the way. Please keep it up.

Hi Mallorylover23,

There are plans to expand augmentations. One of the biggest issues to solve is that augmentations are normally just listed in text, they're not an 'effect', so I need to add effects to the core data as we don't want to be adding in text checks, ie if the player has this then add this. That's slow and clunky. It's why skills got the mod column, that's the easiest way to cope with them at the moment.

I'm not sure what you can automate with lighting effects. If you can point out a similar feature in DnD I can see how they do it and see if it'll work for Traveller.

PC's always get things first, NPC's are poor cousins and do get things added over time.

Anyway keep the ideas and suggestions coming, Traveller is very loose, the writers don't think about VTT's, so it's always a challenge to add checks for certain gear etc.

Cheers,
MBM

cdjensen99
July 25th, 2021, 13:26
Thanks for the blazingly fast response. I love the work being done and if there is anything you I can do to help, just ask.

johnecc
July 25th, 2021, 13:53
I'm not sure what you can automate with lighting effects. If you can point out a similar feature in DnD I can see how they do it and see if it'll work for Traveller.

I doubt if you could implement the Enhanced Vision augmentation using lighting effects. It provides IR & Low Light capabilities. There is nothing in DnD like IR, and even though Low Light would seem similar to Darkvision in that both provide a monochrome view, Low Light requires some light at least, it is useless in total dark.

cdjensen99
July 25th, 2021, 14:18
Actually if there is a D&D 2e version of the rule set it has IR in it. And darkvision was different in D&D 3.5 and earlier so it may be possible to look at the rule sets for those versions. Of course they would need to be role sets converted over to the FGU. Also both of those IR and Low Light vision should be represented in the Mutants and Masterminds rule set.

MrWigggles
August 1st, 2021, 08:23
So, trying to do some ship combat. I add the ship the Party Sheet. Add crew to the Ship in the Party Sheet. And using the ship weapon through the character sheet.

It rolls the to hit roll fine and damage fine and respects Measure of Success additional damage.
It however does not respect the Target inside the Ship Combat Tracker.
I tried to apply the damage by dragging and dropping the damage to the ship enemy ship damage field.
I get this script error.

Script Error: [string "scripts/manager_action_shipdamage.lua"]:220: attempt to index field 'sTraits' (a nil value)
Script Error: [string "scripts/manager_action_shipdamage.lua"]:220: attempt to index field 'sTraits' (a nil value)

MadBeardMan
August 1st, 2021, 12:33
So, trying to do some ship combat. I add the ship the Party Sheet. Add crew to the Ship in the Party Sheet. And using the ship weapon through the character sheet.

It rolls the to hit roll fine and damage fine and respects Measure of Success additional damage.
It however does not respect the Target inside the Ship Combat Tracker.
I tried to apply the damage by dragging and dropping the damage to the ship enemy ship damage field.
I get this script error.

Script Error: [string "scripts/manager_action_shipdamage.lua"]:220: attempt to index field 'sTraits' (a nil value)
Script Error: [string "scripts/manager_action_shipdamage.lua"]:220: attempt to index field 'sTraits' (a nil value)

Hi MrWigggles,

Thanks for taking the time to report this. It seems the weapon you're using doesn't have any associated traits, is it a custom weapon (and not from the books?). Either way I'll add to v1.2.5 a check for custom so it doesn't throw this error, but I'd be interested in know more about this weapon.

Interesting about the targeting, I'll get that sorted today.

Thanks,
MBM

MrWigggles
August 1st, 2021, 14:21
Hi MrWigggles,

Thanks for taking the time to report this. It seems the weapon you're using doesn't have any associated traits, is it a custom weapon (and not from the books?). Either way I'll add to v1.2.5 a check for custom so it doesn't throw this error, but I'd be interested in know more about this weapon.

Interesting about the targeting, I'll get that sorted today.

Thanks,
MBM

I dragged and dropped it from High Guard Weapon table. And the ship I was using it on, was also from High Guard.
It was the Dual Laser Pulse Turret and Sand Caster.
For fun, I just went and deleted the weapons and added on a Single Turret Missile Rack.

It rolled just fine in the main text window. However, it still didnt respect the Target inside the Spaceship Combat Tracker. And when I tried to drag and drop the damage.

It gave me this:

Script Error: [string "scripts/manager_action_shipdamage.lua"]:220: attempt to index field 'sTraits' (a nil value)
Script Error: [string "scripts/manager_action_shipdamage.lua"]:220: attempt to index field 'sTraits' (a nil value)

MadBeardMan
August 1st, 2021, 18:17
I dragged and dropped it from High Guard Weapon table. And the ship I was using it on, was also from High Guard.
It was the Dual Laser Pulse Turret and Sand Caster.
For fun, I just went and deleted the weapons and added on a Single Turret Missile Rack.

It rolled just fine in the main text window. However, it still didnt respect the Target inside the Spaceship Combat Tracker. And when I tried to drag and drop the damage.

It gave me this:

Script Error: [string "scripts/manager_action_shipdamage.lua"]:220: attempt to index field 'sTraits' (a nil value)
Script Error: [string "scripts/manager_action_shipdamage.lua"]:220: attempt to index field 'sTraits' (a nil value)

Very odd, I just tried that and all working as expected.

PC Ship or NPC Ship?

Worth zipping up your campaign and sending it over?

Cheers

MrWigggles
August 1st, 2021, 23:20
The PC Ship is one that I made, as the groups ship is this rad heavily modified pirate Safari ship.

https://drive.google.com/drive/folders/1k_0QVY_24v90CcvQTPEF1lRuILx2f2H8?usp=sharing

MrWigggles
August 2nd, 2021, 01:55
SO I figure out the issue. So, when I dragged and drop the Weapon. It had the Roll to Hit set at -3. So I blanked it out, as often FG handles that as a Zero.
However when I went in and set it at Zero, it worked just fine.

MadBeardMan
August 2nd, 2021, 10:48
SO I figure out the issue. So, when I dragged and drop the Weapon. It had the Roll to Hit set at -3. So I blanked it out, as often FG handles that as a Zero.
However when I went in and set it at Zero, it worked just fine.

Morning MrWigggles,

I tested that and -3 works as expected. I'll pull down your campaign later and test.

Thanks for posting your workaround.

Cheers,
MBM

grimfish
August 9th, 2021, 02:26
Question about Radiation.
Not sure if this is a bug or working properly, or maybe I don't understand the behavior...
So if a PC absorbs RADS, their counter goes up until it meets a threshold like "-1 END Permanently"
1.) If you set the # of Rads to zero manually, the status does not go away. Does not seem to be away to reduce this until you use something that causes radiation again, which will then drop the Radiation Effect to change to NONE. This feels like a bug?
2.) When the "-1 END Permanently" is in effect, it doesn't seem to do anything. Should this apply a -1 to all END based rolls? Or drop the DM if say, they have 9 END it should drop them to 8 and remove the +1 bonus? OR do we just simply drop the END maximum manually?

MadBeardMan
August 10th, 2021, 13:07
Question about Radiation.
1.) If you set the # of Rads to zero manually, the status does not go away. Does not seem to be away to reduce this until you use something that causes radiation again, which will then drop the Radiation Effect to change to NONE. This feels like a bug?
2.) When the "-1 END Permanently" is in effect, it doesn't seem to do anything. Should this apply a -1 to all END based rolls? Or drop the DM if say, they have 9 END it should drop them to 8 and remove the +1 bonus? OR do we just simply drop the END maximum manually?

Hi grimfish,

Thanks for taking the time to post this. Let me answer.

1. Appears to be a bug, so I'll add the fix to the next update
2. When v1.2.5 drops (tonight) it has an section for mods within the Main Tab. It means I can automate this, again I'll get this done for the next update.

Thanks
MBM

adzling
August 12th, 2021, 15:49
I can no longer add deckplan images to spacecraft records I create.

Used to be able to drag images into the notes section, this no longer works however.

MadBeardMan
August 12th, 2021, 17:21
I can no longer add deckplan images to spacecraft records I create.

Used to be able to drag images into the notes section, this no longer works however.

Hi adzling,

PC Shiips Notes is text only, I've gone back to v1.2.3 and it's always been.

So it's not a bug, but I'll convert it in v1.2.6 as a formattedtext field so that it allows images to be dragged (like NPC Ships).

Cheers,
MBM

adzling
August 12th, 2021, 17:33
awesome thanks mbm!

gSim
August 14th, 2021, 20:11
Very simple bug I think, several items that use Gun Combat (archaic) in the Central Supply Catalogue are listed as requiring Gun Combat (archaic)) with the extra bracket as such they don't sink.

ThatsSoNoc
August 16th, 2021, 08:51
Good morning MBM,

Niggle bug.

When you mouse over the Ships Combat Tracker (SCT) button on the Traveller desktop sidebar (very top) it reads: sidebar_tooltip_shipct

None of the other sidebar buttons have this behaviour.

Environment:
FGU v4.1.4
All extensions and modules off.
(everything up to date)

MadBeardMan
August 16th, 2021, 18:51
Good morning MBM,

Niggle bug.

When you mouse over the Ships Combat Tracker (SCT) button on the Traveller desktop sidebar (very top) it reads: sidebar_tooltip_shipct

None of the other sidebar buttons have this behaviour.

Environment:
FGU v4.1.4
All extensions and modules off.
(everything up to date)

Yep, not sure why it's not working, the tooltip is there.... noticed it happening for Task Chains earlier.

Cheers
MBM

MadBeardMan
August 16th, 2021, 18:52
Very simple bug I think, several items that use Gun Combat (archaic) in the Central Supply Catalogue are listed as requiring Gun Combat (archaic)) with the extra bracket as such they don't sink.

Good Spot, will get sorted this week for you.

Cheers!

Boldtaar
August 20th, 2021, 18:23
Can't roll initiative for System Defence Boat (200 Tons)
Error nThrustMod (a nil value)
48782
I tried looking and editing the M-Drive Thrust but cant find whats wrong.

MadBeardMan
August 21st, 2021, 15:43
Can't roll initiative for System Defence Boat (200 Tons)
Error nThrustMod (a nil value)
48782
I tried looking and editing the M-Drive Thrust but cant find whats wrong.

Hi,

I've fixed it, the issue is that it lists 'Thrust: 1', whereas the standard is 'Thrust 1' so the code looks for 'Thrust <number', it appears there's no optional character choice in LUA, so I've made is strip colons now. This will arrive in the next release but in the meantime remove that pesky colon.

Cheers,
MBM

paragade
August 22nd, 2021, 01:27
Found an small bug in my session tonight.

The STR and DEX modifiers from battledress was updating properly in the main tab when equipping/unequipping, but are not removed from the Skills and Actions tab when unequipped.

So I've got a +1 DEX modifier in the Main tab, but a +4 everywhere else on the character sheet.

MrWigggles
August 22nd, 2021, 03:54
This is annoying. I thought I had this bug kinda figure out. But again, Starship damage wasnt applying within the tracker and you cant drag and drop. I got the same error I got before.

Also the Character Sheet for the Aslan Jenna Godsonwin isnt applying the Attribute DM correctly. Its adding +9. (I solved this just by recreating their character sheet.)
https://drive.google.com/drive/folders/1_L2iWMhYMUvyjQAXRU3jx4-Pv7L-uwIv?usp=sharing

MadBeardMan
August 23rd, 2021, 11:59
Found an small bug in my session tonight.

The STR and DEX modifiers from battledress was updating properly in the main tab when equipping/unequipping, but are not removed from the Skills and Actions tab when unequipped.

So I've got a +1 DEX modifier in the Main tab, but a +4 everywhere else on the character sheet.

Thanks, I'll check that why it's not updating later today.

Serg Barbeau
September 4th, 2021, 17:54
Hi
The PSI characteristic does not work correctly.
1. Adding PSI skills requires a reboot in order for the list of PSI abilities to appear.
2. Using PSI abilities reduces the PSI somewhere in the program, but not on the ACTIONS sheet and I do not understand how to restore the PSI hidden in the program.
3. Changing the PSI on the ACTIONS sheet does not affect the throws in any way.
4. Changing the PSI somewhere in the program when it is used up also does not affect the throws in any way. Always 2D + skill + max PSI, but there should be 2D + skill + actual PSI, right?

MadBeardMan
September 5th, 2021, 16:27
Hi
The PSI characteristic does not work correctly.
1. Adding PSI skills requires a reboot in order for the list of PSI abilities to appear.
2. Using PSI abilities reduces the PSI somewhere in the program, but not on the ACTIONS sheet and I do not understand how to restore the PSI hidden in the program.
3. Changing the PSI on the ACTIONS sheet does not affect the throws in any way.
4. Changing the PSI somewhere in the program when it is used up also does not affect the throws in any way. Always 2D + skill + max PSI, but there should be 2D + skill + actual PSI, right?

1. All should appear correctly, I presume you're talking about the PSI Characteristic option? If so, it may require you to restart, as this is not a setting that should be switched on/off. But I'll check.
2. PSI abilities reduce your PSI Points available, those should be shown on the Actions Tab.
3. I'll check.
4. You roll 2D + Abilitiy + PSI Points DM

If you don't mind using the TEST system in FGU maybe we can iron some of these out.

Serg Barbeau
September 6th, 2021, 14:26
1. All should appear correctly, I presume you're talking about the PSI Characteristic option? If so, it may require you to restart, as this is not a setting that should be switched on/off. But I'll check.
2. PSI abilities reduce your PSI Points available, those should be shown on the Actions Tab.
3. I'll check.
4. You roll 2D + Abilitiy + PSI Points DM

If you don't mind using the TEST system in FGU maybe we can iron some of these out.

1. Not quite. The Psi option is enabled. The "PSI Abilities" section does not appear on the character sheet on the "Actions" tab when a PSI talent is added to a character who did not have PSI talents. In order for the "PSI Abilities" section to appear, you need to restart the company.

49039
As you can see in the screenshot, the actual PSI=10, but the program considers that PSI=0 and subtracts 5 from the END, but it does not impose a penalty of -3 on the throw, adding +1 from the maximum PSI. If I set the actual PSI to 0, the program will still throw with +1 (the maximum PSI on the "Main" tab).

I am not familiar with the TEST system in FGU. And I didn't quite understand the sentence. Sorry for my English.

HennisDopper
September 10th, 2021, 21:58
Prob just a minor thing but have noticed that Sorel in the Glisten subsector is missing from the Systems. There is another but it is in Deneb > Zeng subsector

MadBeardMan
September 10th, 2021, 22:02
Prob just a minor thing but have noticed that Sorel in the Glisten subsector is missing from the Systems. There is another but it is in Deneb > Zeng subsector

Which product?

HennisDopper
September 10th, 2021, 22:04
Beyond The Claw, the info for Sorel in Glisten is in the reference manual and the sectors image but there is only one Sorel in the systems tab (the Deneb one).

MadBeardMan
September 10th, 2021, 22:05
Beyond The Claw, the info for Sorel in Glisten is in the reference manual and the sectors image but there is only one Sorel in the systems tab (the Deneb one).

OK thanks, will get that checked.

Vayne187
September 16th, 2021, 22:54
Not sure if this qualifies as a bug or not, but I purchased the Referee Briefing 6: Garden Worlds. I was going through all the creatures in the book, jsut to see what each looked like. That is when I noticed the picture on the Pseudosaur was simply a white screen. When I go to the images file for the creature it loads up fine, but not from the NPC link from the book. I attached an image file below to show you what I mean. The document is read only so I can't just link the item to it myself.

49168

MadBeardMan
September 16th, 2021, 22:57
Not sure if this qualifies as a bug or not, but I purchased the Referee Briefing 6: Garden Worlds. I was going through all the creatures in the book, jsut to see what each looked like. That is when I noticed the picture on the Pseudosaur was simply a white screen. When I go to the images file for the creature it loads up fine, but not from the NPC link from the book. I attached an image file below to show you what I mean. The document is read only so I can't just link the item to it myself.

49168

Hi,

It's a bug, as FGU has the issue FGC doesn't and it could be down to the name of the file, so let me rename it all and send an update. I'll do that tomorrow.

Cheers,
MBM

Vayne187
September 16th, 2021, 22:58
Awesome. Happy to help!

Vayne187
September 18th, 2021, 02:24
OK so in character generation today I had a player decide to play an Aslan. While filling out his character sheet we noticed that the Dewclaw was not recognizing his Melee (Natural) skill. I provided a pic of his character sheet with the skill at 1 and a pic of the Dewclaw showing skill 0.

49175
49176

cdjensen99
September 18th, 2021, 05:20
Same here, It also does the same for the vargr and their bite.

However if they have Melee (Natural) before you assign race it will recognize it and calculate it correctly.

Ramid
September 27th, 2021, 09:46
FGU v 4.1.8
Traveller 1.2.5
Npc Attacks are not picking up data from the Modifier Field.

When making an attack from an npc sheet or from an npc in the Combat Tracker the roll does not pick up
a value entered in the Modifier field.
49296
Rolls for Stats or for skills from the Npc Sheet pick up modifiers correctly
49297
49298

GregRex
September 27th, 2021, 15:21
@Ramid, I can confirm that the modifiers are not being picked up from dice rolls made through the Combat Tracker. They do appear to take when I roll from the NPC sheet. Submitting to MBM now.

RomanK
October 1st, 2021, 14:26
One small issue - or maybe not:
"Equipped" and "Carried" weapons are both useable (action tab). I think only "Carried" Weapons should not be usable.

GregRex
October 1st, 2021, 15:09
One small issue - or maybe not:
"Equipped" and "Carried" weapons are both useable (action tab). I think only "Carried" Weapons should not be usable.

This is likely not a bug but a feature request (https://www.fantasygrounds.com/forums/showthread.php?64531-Traveller-Features-wanted). What you are saying is logical but Fantasy Grounds as a general rule doesn't require the micromanagement of players having to cycle between 'equipped' and 'carried'. It defaults on writing all available actions to the Action Tab regardless, just as you would on a pen and paper PC sheet. BUT, that doesn't mean it can't go on MBM's 'To Do' list from the Feature Request if it is possible to code.


Cheers,
Greg

RobP
October 6th, 2021, 20:26
Not sure if this is a bug, rather than just missing links.

If you open Aliens of Chartered Space Vol 1 and go to the races section of the contents only the K'Kree and Zhodani races are shown.

At first I thought the Aslan and Vargrr were missing, but they are in the FG version of the book, but alas, can only be viewed by viewing the book in Reference Manual mode.

Should be a simple fix to add the two missing links to the Aliens section.

This is Fantasy Grounds Traveller v1.2.5

Thanks
RobP

MrWigggles
October 11th, 2021, 00:21
The ASSAULT PISTOL in the CSC is missing its Auto 2 trait

paragade
October 31st, 2021, 04:36
Ships with Firmpoints, like the fighters from High Guard and Aliens of Charted Space have their ranges listed as Medium when Firmpoints can't have a range above Close according to High Guard

cunningrat
October 31st, 2021, 16:56
Missile racks should not take Gunner skill into account.

cunningrat
October 31st, 2021, 19:11
Weapons which have their own skill (for example, bolas) will use the value for "Gun Combat" without any specialties even if "Gun Combat (bolas)" is present on the sheet. Removing "Gun Combat" with no specialties makes the weapons use the correct value.

cunningrat
October 31st, 2021, 21:02
Sustained damage critical hits are not applied correctly. They are supposed to be applied whenever the total damage exceeds 10% of Hull increments. Instead, they are only applied when damage *from a single attack* exceeds 10% of Hull.

There is also no way to manually apply a critical hit. :(

cunningrat
November 3rd, 2021, 21:41
Natural weapons (the Aslan dewclaw and the Vargr bite) do not calculate the Characteristic attack DM correctly. There seems to be an extra +2 in there.
49794
49795

GregRex
November 3rd, 2021, 22:23
Hi cunningrat, great finds. I am updating the Trello board for MBM as we speak. For the Aslan/Vargr bug for not changing, try updating the Str attributes around until it finally reads correctly. It shouldn't need a workaround so we will get that fixed.

Apologies to everyone else that I haven't acknowledged but I have been updating the bug/feature tracker for MBM.

Cheers,

Greg

cunningrat
November 3rd, 2021, 23:22
For the Aslan/Vargr bug for not changing, try updating the Str attributes around until it finally reads correctly.

Yep, that worked. Thank you!

ThatsSoNoc
November 5th, 2021, 09:40
Hello,

Just recently purchased the Aliens of Charted Space - Volume 1 module for FGU Traveller Mg 2nd.

Every item listed (EG: Aslan Personal Protection: Aua-Leather) in the supplement module has an empty link attached to the description/fluff. The same goes for the Vehicles section too. HOWEVER, spacecraft have working links and those spacecraft appear correctly in the Spacecraft Listing under the Aliens of Chartered Space Volume 1 subheading.

Each time I try to open the link, it generates an empty entry on my Items or Vehicles list. Fortunately, these ghost entries disappear once FGU is rebooted, but while the software is running they are impossible to delete.

All other purchased supplemental modules have full and complete stat-block links that can be drag'n'dropped on to a character sheet straight from the module OR are available for selection from the Items or Vehicles listing.

I have tried rebooting FGU, deselecting and selecting the module - no luck. Does anyone else experience this behaviour? Did I get a corrupted DL from FG?

This module is not an inconsequential $60US purchase and an 'official' release. I am deeply disappointed if this is an acceptable product release.

GregRex
November 5th, 2021, 12:09
ThatsSoNoc, I just logged in and confirmed it's not just you. It's like the Equipment and Vehicles data is broken from the Reference Manual. I'm updating MBM now.

ThatsSoNoc
November 5th, 2021, 14:48
ThatsSoNoc, I just logged in and confirmed it's not just you. It's like the Equipment and Vehicles data is broken from the Reference Manual. I'm updating MBM now.

Thank you! That is a relief(?) that it's not just me. Although, that would be a quick fix if it were a corrupted DL. If MBM needs help to hardcode these links, so that we can all enjoy a complete product, then please reach out via a DM. I have the time, and now I have an Aslan PC that will be hitting the Alsan Central Supply Catalog more and more often.

MadBeardMan
November 5th, 2021, 16:30
Thank you! That is a relief(?) that it's not just me. Although, that would be a quick fix if it were a corrupted DL. If MBM needs help to hardcode these links, so that we can all enjoy a complete product, then please reach out via a DM. I have the time, and now I have an Aslan PC that will be hitting the Alsan Central Supply Catalog more and more often.

Hey ThatsSoNoc,

I updated Aliens of Charted Space Volume 1 last week, and the exporter (for whatever reason - could have been me) unticked the Equipment and Vehicles options. What should have been a simple update has proved not. I'll get it pushed asap when I can get it tested (soon hopefully).

Cheers,
MBM

ThatsSoNoc
November 5th, 2021, 19:42
Hey ThatsSoNoc,

I updated Aliens of Charted Space Volume 1 last week, and the exporter (for whatever reason - could have been me) unticked the Equipment and Vehicles options. What should have been a simple update has proved not. I'll get it pushed asap when I can get it tested (soon hopefully).

Cheers,
MBM

Thank-you. I hope that you can get to this by this coming Sunday evening :D

MadBeardMan
November 5th, 2021, 19:44
Thank-you. I hope that you can get to this by this coming Sunday evening :D

It's been pushed to LIVE. Pull down updates. Greg Rex has tested and confirmed the links are no longer pointed into the depths of space.

Grommit57
November 5th, 2021, 19:55
That explains the update I just got. Awesome.

ThatsSoNoc
November 5th, 2021, 21:51
"It's been pushed to LIVE. Pull down updates. Greg Rex has tested and confirmed the links are no longer pointed into the depths of space."

CONFIRMED! Links are all working.

Thank you, team.

cunningrat
November 9th, 2021, 22:57
Firing a weapon with the Auto score in Full Auto mode does not keep track of ammo correctly. It uses up 3 bullets instead of 3*Auto score.
(Minor thing, I know.)

paragade
November 18th, 2021, 16:59
Firing a weapon with the Auto score in Full Auto mode does not keep track of ammo correctly. It uses up 3 bullets instead of 3*Auto score.
(Minor thing, I know.)

That's because it's only making one attack per roll. You still have to make each Full Auto attack yourself.

ThatsSoNoc
November 19th, 2021, 20:00
At some point during a recent update, some things have changed in NPC creation and not for the better.

Firstly, creating a new NPC appears to be locked now... you can name the NPC but you can not enter any data in the fields. The cursor remains stuck inside the NPC name box and will not move. There is a layout cell overlay error with the word COHORT partially covering the Type label.

Secondly, previously created NPCs are also now locked so that you can't edit any stats. Same as above, the cursor will not move. The Edit List toggle doesn't change anything - still can't edit any field in the stat block.

Finally, the word COHORT (All caps. I don't know what that is for...) is now laying over top (cell layout overlap) the 'Hits' title when you used the Locked version of the stat block.

Additionally, on the notes tab of the NPC, there is a new pinned item COHORTS (again, I have no idea what this is for or how to use it).

EXISTING NPC - MAIN - LOCKED
https://drive.google.com/file/d/12Yb9f6IXEpekMyCEfj9QPBCOi3tpz0Q7/view?usp=sharing

EXISTING NPC - MAIN - UNLOCKED
https://drive.google.com/file/d/1QZEGEZWKg4p2Ug-S30TJzADyKvwCv7_M/view?usp=sharing

EXISTING NPC - NOTES - LOCKED
https://drive.google.com/file/d/1YXIM1nWhS34oHcbSJXshFOBuvmW2MLMc/view?usp=sharing

EXISTING NPC - NOTES - UNLOCKED
https://drive.google.com/file/d/1z0KhBRXpKEbb1N8x7H5HRLhbUi5SVFv3/view?usp=sharing

NEW NPC - MAIN - LOCKED
https://drive.google.com/file/d/1MFZwDsJMLCMebjbq7UdWFilPgxP1RGjb/view?usp=sharing

NEW NPC - MAIN - UNLOCKED
https://drive.google.com/file/d/1t2SLexnySYvKDaerWkaOHzAWbWbiX-xg/view?usp=sharing

NEW NPC - NOTES
https://drive.google.com/file/d/1D9FlfImktfchpa3sXlvwTcGeU4b_I8Yx/view?usp=sharing

Please fix ASAP or roll back until fixed because I have a session on Monday evening (11.29.21) and I need to create and also edit existing NPCs.

paragade
November 19th, 2021, 20:21
At some point during a recent update, some things have changed in NPC creation and not for the better.

Firstly, creating a new NPC appears to be locked now... you can name the NPC but you can not enter any data in the fields. The cursor remains stuck inside the NPC name box and will not move. There is a layout cell overlay error with the word COHORT partially covering the Type label.

Seems like you're using the Friend Zone extension from the Forge. That's what adds the Cohorts tab and it doesn't seem to like Traveller. Just tested it myself and got the same result.

You're probably going to want to take this up with the extension creator, and disable it in the meantime while you work on your NPCs

ThatsSoNoc
November 20th, 2021, 08:58
Seems like you're using the Friend Zone extension from the Forge. That's what adds the Cohorts tab and it doesn't seem to like Traveller. Just tested it myself and got the same result.

CONFIRMED

It was the Friend Zone extension that is causing the stat block lockout and other anomalies. Thank you @paragade for the assist. With Friend Zone, disabled everything is working as it should.

cunningrat
November 20th, 2021, 18:09
That's because it's only making one attack per roll. You still have to make each Full Auto attack yourself.
D'oh!!

cdjensen99
November 22nd, 2021, 10:55
Hello I get the following error when I try to enable Territory for Aslan

50054

cdjensen99
November 22nd, 2021, 10:57
Hello I get the following error when I try to enable Territory for Aslan, Even if I start a new campaign with the Opt Characteristic enabled the char sheet doesn't have the characteristic and adding the Aslan race doesn't add it. Toggling the option off then on produces that error.

50054

meachie
November 22nd, 2021, 12:26
A while ago I found the solution to this was turning the option on, creating the Asian character, then it will appear after you restart the program

cdjensen99
November 22nd, 2021, 14:24
Hello, Unfortunately it still doesn't work for me. And to have to exit the program in the middle of character creation just to have Territory to show up is ridiculous.

50057

MadBeardMan
November 22nd, 2021, 17:19
Hi,

Interesting why it's throwing an error. I'll get onto this tonight for you.

Thanks,
MBM

cdjensen99
November 22nd, 2021, 17:30
Thanks, I do hope your daughter is doing better. If not I can wait as long as needed I will do a workaround.

MadBeardMan
November 22nd, 2021, 17:32
Thanks, I do hope your daughter is doing better. If not I can wait as long as needed I will do a workaround.

Hi,

Thanks, but sorry, she's still poorly, had to ring 3 different doctors today for her, but don't worry, she's better than she was. My Mum is still in Hospital and my Dad wants her home at the moment, but he's not that good (he was in a road accident just 10 days ago).

However thanks again, I'll fix this issue tonight for you and get it pushed.

Cheers,
MBM

cdjensen99
November 23rd, 2021, 13:49
Hello, I had an update waiting this morning when I logged on, I assume it was for Traveller. Thanks if it was from you.

A little more investigation and the results

I opened the campaign and created 2 characters. The first I dragged the Aslan race from the core book, and the second one was from the POD books. Neither populated until I toggle the option off then on again, the territory showed up on the first character and not the second. No error though.

However I deleted both character and started a third character. I dragged the Aslan race from the core book (the one that worked earlier) and toggled the option off then on, I got the error once when toggling it off and again when toggling it on and territory didn't show up on the character sheet.

I hope this helps.

MadBeardMan
November 23rd, 2021, 13:52
Hello, I had an update waiting this morning when I logged on, I assume it was for Traveller. Thanks if it was from you.

A little more investigation and the results

I opened the campaign and created 2 characters. The first I dragged the Aslan race from the core book, and the second one was from the POD books. Neither populated until I toggle the option off then on again, the territory showed up on the first character and not the second. No error though.

However I deleted both character and started a third character. I dragged the Aslan race from the core book (the one that worked earlier) and toggled the option off then on, I got the error once when toggling it off and again when toggling it on and territory didn't show up on the character sheet.

I hope this helps.

Hi Chap,

Wasn't from me, I know what the problem is, I've emailed into Smiteworks how to get this 'fix' released, as there's a major update coming soon (to tie in with the updated CoreRPG). I can't push that now cos it may break lots of stuff.

So bear with me, but it's fixed and thanks for reporting it.

Cheers,
MBM

cdjensen99
November 23rd, 2021, 15:02
Ok no problem, thanks.

Moon Wizard
November 23rd, 2021, 17:03
Yes, any fixes for any rulesets are currently on hold pending the beta test currently ongoing in the Laboratory forum. Every ruleset has been updated to work with the new base code, so any releases won't work with the old base code. The target for the release is the week of Dec. 7.

Regards,
JPG

ThatsSoNoc
November 27th, 2021, 18:21
There is an incorrect illustration associated with an item in the Central Supply Catalogue

Entry: Hand Flamer
Illustration: Gauntlet Laser

Cross checked
Entry: Gauntlet Laser
Illustration: Gauntlet Laser (the same illustration)

MadBeardMan
November 27th, 2021, 19:05
There is an incorrect illustration associated with an item in the Central Supply Catalogue

Entry: Hand Flamer
Illustration: Gauntlet Laser

Cross checked
Entry: Gauntlet Laser
Illustration: Gauntlet Laser (the same illustration)

Hi,

Can you share a screen shot please, just checked and images are correct. I'm looking into the Reference Manual, as at the moment the actual data records for equipment don't have the images.

Cheers,
MBM

ThatsSoNoc
November 27th, 2021, 21:31
Hi,

Can you share a screen shot please, just checked and images are correct. I'm looking into the Reference Manual, as at the moment the actual data records for equipment don't have the images.

Cheers,
MBM

50116

MadBeardMan
November 27th, 2021, 22:25
50116

That's the older version of the module, there's a new one coming with the images directly part of the record sheet, so there's no fix for it at this time.

What you're seeing is one of the issues with hand entering all the data and then linking the images by hand.

Anyway thanks for reporting, I'll double check tomorrow on how far I am with the next update.

Cheers
MBM

ThatsSoNoc
November 27th, 2021, 23:36
That's the older version of the module, there's a new one coming with the images directly part of the record sheet, so there's no fix for it at this time.

What you're seeing is one of the issues with hand entering all the data and then linking the images by hand.

Anyway thanks for reporting, I'll double check tomorrow on how far I am with the next update.

Cheers
MBM

Thank you. Is the push happening in the first week of Dec?

Darknebula
November 28th, 2021, 03:17
Hi, I tried to add a Boarding Vacc suit to a character, and it would not populate in the armor section even when equipped. can you check this?

Darknebula
November 28th, 2021, 16:59
I have tried several times to get it to populate, and it finally did.

Jim Bennett
December 2nd, 2021, 05:25
Can't see where to start fresh thread so posting here...This is with respect to two modules I have been using on FANTASY GROUNDS... the MG Traveller Rule Set and the module "Spinward Marches: Bowman Arm"...
I am getting error message on both my home PC.... and two separate PCs I have at another location... the D&D modules load fine...so something is up...
ERROR MESSAGE reads "Unable to load ruleset file (base.xml)
and then shows:
Ruleset Error: desktop: Could not find hot key title font ()
Ruleset Error: desktop: Could not find hot key label font ()
Ruleset Error: mouse: Could not find drag font (draglabel)
Ruleset Error: desktop: Could not find tooltip font ()
Ruleset Error: radial: Could not find hub icon (menuhub)
Ruleset Error: radial: Could not find back icon (menuback)
Ruleset Error: desktop: Could not find die modifier font (diemod)
Ruleset Error: desktop: Could not find die sum font (diemod)
Ruleset Error: desktop: Could not find die result font (dieresult)
Ruleset Error: desktop: Could not find poll empty icon ()
Ruleset Error: desktop: Could not find poll positive icon ()
Ruleset Error: imagecontrol: Could not find distance font (modcollectorlabel)
Runtime Notice: Returning to launcher
ANYONE ELSE SEEING THIS????????

Jim Bennett
December 2nd, 2021, 05:30
Can't see where to start fresh thread so posting here as I think it relates to the Nov.27 post response from MadBeardMan
...This is with respect to two modules I have been using on FANTASY GROUNDS... the MG Traveller Rule Set and the module "Spinward Marches: Bowman Arm"...
I am getting error message on both my home PC.... and two separate PCs I have at another location... the D&D modules load fine...so something is up...
ERROR MESSAGE reads "Unable to load ruleset file (base.xml)
and then shows:
Ruleset Error: desktop: Could not find hot key title font ()
Ruleset Error: desktop: Could not find hot key label font ()
Ruleset Error: mouse: Could not find drag font (draglabel)
Ruleset Error: desktop: Could not find tooltip font ()
Ruleset Error: radial: Could not find hub icon (menuhub)
Ruleset Error: radial: Could not find back icon (menuback)
Ruleset Error: desktop: Could not find die modifier font (diemod)
Ruleset Error: desktop: Could not find die sum font (diemod)
Ruleset Error: desktop: Could not find die result font (dieresult)
Ruleset Error: desktop: Could not find poll empty icon ()
Ruleset Error: desktop: Could not find poll positive icon ()
Ruleset Error: imagecontrol: Could not find distance font (modcollectorlabel)
Runtime Notice: Returning to launcher
ANYONE ELSE SEEING THIS????????

Moon Wizard
December 2nd, 2021, 05:43
It sounds like the ruleset you have installed is not working; so you'll need to update to get the latest ruleset files. This thread is for support of the ruleset purchased through the web store here, and you need to make sure that you run a Check For Updates from the FG launch screen to get the latest files. I can't tell if your report is from the store-purchased ruleset, or some other package you got from somewhere else (which would be unsupported if gotten from elsewhere).

Regards,
JPG

Jim Bennett
December 6th, 2021, 16:08
Yes...I purchased TRAVELLER rule set from the FG store...it will show in my account....the bug or error i reported above seems to be unfixable...so I think it is time to download a new version and re-install...but although I have purchased and downloaded before I can't quite see how to do that again....AND...I have run the updates several times and can see it attempting to update the MGT product...but ERROR still appears... back to you...I would like to know if you can advise me how to un-install both ruleset and special module for Traveller and then HOW TO re-download from scratch my previously purchased items???
Everything was working perfectly and then somehow I must have deleted an important file group of something my end....
Oh well... please advise what's next.

Moon Wizard
December 13th, 2021, 18:37
Please reach out to support link from the top menu to report the details of the issue you are encountering, and the support team will try to help get you squared away.

Regards,
JPG

ThatsSoNoc
December 16th, 2021, 09:45
Newly Updated Traveller & FGU 4.1.12 - Custom Decal is not available

Firstly, thank you to everyone who worked so hard to improve the look of FGU and tweak the Traveller interface. I will go over everything in the new Traveller interface and tweak the books carefully in time. But, for now, the first thing that struck me was my custom tabletop decal - Combat Cheat Sheet and other helpful notes (jpg) - I can not find my custom decal from the selection available at the bottom of the Options pop-up.

While I appreciate the new art etc. etc., I would like to restore that decal image onto the Traveller desktop; my players like to refer to it as a quick reference guide when in combat.

How do I go about restoring my custom decal? Are there size limits (px) or Kb that I must consider when restoring the image? Are there format restrictions that the image must adhere to load (jpg, png)?

Thank you again.

MadBeardMan
December 16th, 2021, 09:50
Newly Updated Traveller & FGU 4.1.12 - Custom Decal is not available

Firstly, thank you to everyone who worked so hard to improve the look of FGU and tweak the Traveller interface. I will go over everything in the new Traveller interface and tweak the books carefully in time. But, for now, the first thing that struck me was my custom tabletop decal - Combat Cheat Sheet and other helpful notes (jpg) - I can not find my custom decal from the selection available at the bottom of the Options pop-up.

While I appreciate the new art etc. etc., I would like to restore that decal image onto the Traveller desktop; my players like to refer to it as a quick reference guide when in combat.

How do I go about restoring my custom decal? Are there size limits (px) or Kb that I must consider when restoring the image? Are there format restrictions that the image must adhere to load (jpg, png)?

Thank you again.

Hi,

Custom Decals have nothing to do with the ruleset, they've changed how they're set and being honest I'm struggling myself to get them working in another product.

What new art? Are you referring to the updated sidebars?

Anyway I hope someone from FG can answer your issue on decals. I'll update my FGU tonight and see how things are (I work in TEST channel).

Thanks,
MBM

superteddy57
December 16th, 2021, 10:24
Here is a link to the developer information

https://www.fantasygrounds.com/forums/showthread.php?71008-Developer-Notes-2021-11-Ruleset-Updates&p=624031&viewfull=1#post624031

Moon Wizard
December 16th, 2021, 17:31
@ThatsSoNoc,

If you are talking about a custom decal extension that added those graphics as options to the previous Decal option setting, that option has gone away. Instead, just place any graphics you want to use as a background into a "decals" subfolder of the images folder under the FG data folder or your campaign folder. Then, it should show up in the Background Decal option window for browsing.

Regards,
JPG

Grommit57
December 16th, 2021, 22:01
TASK CHAINS... Where has the TC button for Task Chains move to? DID it get built in? Can't find it.

Moon Wizard
December 16th, 2021, 22:11
@MadBeardMan,
In case you need example, you can look at the starship combat tracker button added in the ruleset; or in rulesets/SFRPG/data_desktop_SFRPG.lua.

Regards,
JPG

Grommit57
December 17th, 2021, 02:24
Doing more reading. I think he is building it into the ruleset and just didn't quite get it done before the upgrade from what I'm reading. It will get done I'm sure. He has a million projects he's working on and his family has to come first right now.

ThatsSoNoc
December 17th, 2021, 08:54
If you have lost a custom desktop decal that you like or, in my case, need - my players want to have a Combat Cheat Sheet on the desktop to use in play - then follow these steps.

STEP ONE
Load your custom decal into FGU as a regular image file (I have tested jpg and png - no other image file types have been tested) as an asset in a sub-folder. In my file structure, it looks like this (yours may look different): "Username">AppData>Roaming>Smiteworks>Fantasy Grounds>Campaigns>"Your Campaign Name Here">images>"Subfolder name such as Custom Decal?">"Image Name Here"

CAVAT
I can confirm that an image size of 210kb or 3293 x 2033 px spanning two side-by-side 16:9 ratio, 28-inch flat-panel monitors will display cleanly and within the borders of the Traveller desktop. HOWEVER, your mileage may vary, and you might need to manipulate your Custom Decal image to fit through trial and error. I am sorry, but I don't have time to test all the possible combinations for you - you'll have to figure this out for yourself.

STEP TWO
Now, load FGU, load your Traveller campaign - as per standard.

STEP THREE
Open your asset folder on the desktop: Top right corner of desktop>Library>(dropdown list)Assets>(find the Custom Decal file that you want to use on your desktop in the Assets popup screen) click to open that image asset>bottom right-hand side of the Image Preview popup you will see a button labelled "Set Background Decal">press button and Viola!

You now have a custom image as your desktop decal. The decal remains in place even if you shut FGU down and restart it again. NB: Only ONE background decal can appear on the desktop at any one time.

Tired of your custom image?
Use the same process to swap out the custom decal for a different custom image OR use one of the images that Mongoose supplies. Open the Options popup window (top righthand corner of your desktop), find the "Background Decal" button (bottom of the options pop up, first row, first column), choose a new decal, and your custom decal will be swapped.

To get the custom decal back, you'll have to follow steps two and three again.

MoNeart
December 19th, 2021, 19:40
Not sure where to post this, but the Traveller Companion table Airborne Hazards appears to have a typo on the 2d6 table, it doesn't work when you hit the dice roll on it.
50476

GregRex
December 19th, 2021, 19:58
Thanks MoNeart, updating MBM now. :)

Trousil
December 30th, 2021, 22:10
I have tried to sit down and read the last 4 or 5 pages to find my issue without finding my issue. FG help desk sent me to this thread.

I recently purchased the:
Core Rules
High Guard
Central Supply Catalog
PoD Campaign
Drinaxian Companion

I am having a heck of a time with some items compared to the other rule sets I have on FG.

1. Armor only goes into the equipment and does not go onto character sheets as armor. (combat calcs have no reduction to damage)
2. PC Spacecraft does populate or accept drag and drop. Only manual creation of the ship works.
3. Planetary Systems: The main tab is populated on is filled in but Spaceports, notes, and trade are all empty.
4. Spacecraft on the combat tracker... how does one add weapons or attacks?

GregRex
December 31st, 2021, 00:35
Trousil, can you ping me (@G-Rex) on the Fantasy Grounds Academy's Discord server? https://discordapp.com/invite/Ew6nYyw

I can do a show and tell via a screen share on how to do all of these things.

Otherwise, I recommend checking out the following videos to see if any of them help:

https://www.youtube.com/playlist?list=PLzjJyt4w-pw1t0_8UwAbo0ZcVL1UAoYKN

Trousil
December 31st, 2021, 01:50
Thank you G-Rex! The videos and the help on skype was... well... helpful :D

Elvedui
December 31st, 2021, 22:06
Not sure its a big or just incomplete or wasn't going to happen. The psi equipment in the psionics chapter doesn't show up as actual items. Yes i know i can create them, but considering they are just forms of equipment, i would think they are something i should be able to drag from the items list.

meachie
January 4th, 2022, 17:55
One of my players is having an issue viewing the "Main" tab of a PC Spacecraft. The issue only occurs with PC Spacecraft and the issue doesn't appear to occur anywhere else.
The issue was discovered around a month ago (His first time using fantasygrounds) so it isn't a problem with a new update as far as I can tell. Changing the size of the PC Spacecraft window has no effect, and neither does resizing fantasygrounds.
50730

The same player is also getting an error message the first time in a session that he opens the "Systems" tab of a Non-PC Spacecraft and I'm not sure if it's related to the previous isssue or not.
50731


Everyone else in my game (Including myself) aren't experiencing either of these bugs so it is isolated just to this one player.

ThatsSoNoc
January 4th, 2022, 18:30
My guess...

Short answer: a Font incompatiblity issue.

Long answer: Your player is using non-standard Font in FG, which is causing the frame issues in their version of the client program. In the load screen, uncheck all fonts, and try again. If it is 'fixed' then, try to reload one font at a time till you find the culprit which is causing the error. Then, you'll know which one to avoid using. IF, this is the solution then please come back to your thread and let the rest of us know which Font add-on/extension to avoid. IF, this doesn't work also let us know that this issue still exists.

Good luck.

Pharoid
January 4th, 2022, 19:40
My PC spacecrat window has the same formatting issue. looks just like your example 1. It looked correct for the other players. I've never messed with the fonts at all but I'll check. Thanks. Its been like that for weeks (maybe months). I just didn't report because I hadn't tried any troubleshooting myself yet.

ThatsSoNoc
January 4th, 2022, 19:52
Another possible issue/solution is if your player is using a non-standard skin (err, I mean... theme). This includes some of the 'official' FGU (forge) themes that are available online - not all have been fully tested against all possible configurations. These approved themes will also occasionally throw Font and Frame issues.

MadBeardMan
January 4th, 2022, 21:21
One of my players is having an issue viewing the "Main" tab of a PC Spacecraft. The issue only occurs with PC Spacecraft and the issue doesn't appear to occur anywhere else.
The issue was discovered around a month ago (His first time using fantasygrounds) so it isn't a problem with a new update as far as I can tell. Changing the size of the PC Spacecraft window has no effect, and neither does resizing fantasygrounds.
50730

The same player is also getting an error message the first time in a session that he opens the "Systems" tab of a Non-PC Spacecraft and I'm not sure if it's related to the previous isssue or not.
50731


Everyone else in my game (Including myself) aren't experiencing either of these bugs so it is isolated just to this one player.

What extensions are you using? As your missing some parts of the PC Spacecraft, the error message is down to your data, so if you can, zip up your campaign and post it please.

Thanks,
MBM

maw6144
January 7th, 2022, 18:03
This may have already been answered, but how can i modify the armor of a ship?

There is no guide in https://www.fantasygrounds.com/wiki/index.php/User_Guides

cunningrat
January 7th, 2022, 19:46
This may have already been answered, but how can i modify the armor of a ship?

There is no guide in https://www.fantasygrounds.com/wiki/index.php/User_Guides

If you are talking about modifying it in the ship stats — you have to make your own copy of the ship sheet, and unlock it. Then you can change anything.

If you are talking about modifying armor in the Spaceship Combat Tracker so it actually takes it into account when rolling damage… I have no idea. Just figured out that issue myself.

cdjensen99
January 9th, 2022, 14:11
When you change the Hull Points on the ship sheet it changes it in the combat tracker.

50862 - Original
50863 - After Change

GregRex
January 9th, 2022, 23:06
Hi cdjenson, the records are linked so I'm pretty sure what you are doing should be expected based on the screenshots. What is it you are trying to attain? There might be some workarounds I can think of.

ochimura
January 10th, 2022, 01:32
Not sure if this is a bug or I'm missing something but I noticed in the last session I ran that destructive damage was not being automatically applied. I had an npc with PGMP (so 1DD) - rolled die for 2 (which should be 20 damage) but only applies 2. In the output text it will correctly show the damage as destructive and the total amount but then applied a negative modifier (in this case it showed 1d6-18=2).
On a side note, my entries for PGMP have the radiation trait. From my reading of the books (Core and CSC) this should only be for FGMPs?

cdjensen99
January 10th, 2022, 20:00
Hi cdjenson, the records are linked so I'm pretty sure what you are doing should be expected based on the screenshots. What is it you are trying to attain? There might be some workarounds I can think of.

Nothing is needed, I was trying to respond to the post above mine and forgot to do a quote. But I imcorrectly read his issue and showed how to edit Hull Point and not Armor.

cdjensen99
January 10th, 2022, 20:25
This may have already been answered, but how can i modify the armor of a ship?

There is no guide in https://www.fantasygrounds.com/wiki/index.php/User_Guides

Hello,

If you go to the System sheet for the ship click in the armor value area and change the number, then close the ship record and reopen it that will change the armor in both the Party and Ship sheet and in the Ship combat record.

50890

cunningrat
January 11th, 2022, 16:07
Aha. So that entry has to follow the exact format -- Material (Armour X) -- in order for the Combat Tracker to pick it up and accurately apply the armor value. Good to know!!

TrentLane
January 12th, 2022, 07:11
Not sure if this is a bug, or smth we're doing wrong. One of my players is a psionic, but using his powers doesn't work as expected. All his PSI DM are set to -3 despite him having a 15. And everytime he uses a power the cost is immediately deducted from his END instead of his PSI.
50935
50936

MadBeardMan
January 12th, 2022, 16:29
Not sure if this is a bug, or smth we're doing wrong. One of my players is a psionic, but using his powers doesn't work as expected. All his PSI DM are set to -3 despite him having a 15. And everytime he uses a power the cost is immediately deducted from his END instead of his PSI.
50935
50936

Sounds like something isn't quite right, sounds like it's not checking that the character is a psionic properly.

I have the hood open on the code, so I'll get this looked into as soon as I've finished the bit I'm working on.

Cheers,
MBM

GregRex
January 12th, 2022, 21:48
TrentLane Can you add a screenshot of the Skills tab? I'm helping troubleshoot and need to see what's also going on under Psi Talents.

TrentLane
January 13th, 2022, 09:49
No Problem, I attached Psi Skills and Psi Section in the actions tab
50959
50960

Edit: Couldn't upload the campaign due to size, so I linked it on my Gdrive (https://drive.google.com/file/d/178zBYTTBEu6LG7LPBp7_ijNomu0a0WBL/view?usp=sharing) if that helps

MadBeardMan
January 16th, 2022, 19:14
Not sure if this is a bug or I'm missing something but I noticed in the last session I ran that destructive damage was not being automatically applied. I had an npc with PGMP (so 1DD) - rolled die for 2 (which should be 20 damage) but only applies 2. In the output text it will correctly show the damage as destructive and the total amount but then applied a negative modifier (in this case it showed 1d6-18=2).
On a side note, my entries for PGMP have the radiation trait. From my reading of the books (Core and CSC) this should only be for FGMPs?

HI ochimura,

Which weapon from which book are you rolling damage for (PGMP from Core Rulebook, or Central Supply Catalogue), or is it your own weapon?

I've just tested with the PGMP and FGMP (with both books) and all damage is correct.

Thanks,
MBM

ochimura
January 16th, 2022, 21:17
HI ochimura,

Which weapon from which book are you rolling damage for (PGMP from Core Rulebook, or Central Supply Catalogue), or is it your own weapon?

I've just tested with the PGMP and FGMP (with both books) and all damage is correct.

Thanks,
MBM

During the session I believe it was the PGMP from CSC. The example below is PGMP from Core rules but I get the same results with any of the weapons from either book.

51042

MadBeardMan
January 16th, 2022, 23:06
During the session I believe it was the PGMP from CSC. The example below is PGMP from Core rules but I get the same results with any of the weapons from either book.

51042

Ah ok, so the Damage is shown correctly, but the radiation is just the normal damage. Let me clarify that it's bugged and it'll be fixed this week.

Cheers,
MBM

ochimura
January 17th, 2022, 09:15
Ah ok, so the Damage is shown correctly, but the radiation is just the normal damage. Let me clarify that it's bugged and it'll be fixed this week.

Cheers,
MBM

I just tried an FGMP and PGMP from CSC - same problem but this time no radiation:

MadBeardMan
January 17th, 2022, 21:17
I just tried an FGMP and PGMP from CSC - same problem but this time no radiation:

See the February 2022 update thread for more info, Rad Weapons don't multiply damage as such, the DMG is different altogether.

Thanks,
MBM

MadBeardMan
January 17th, 2022, 23:27
Not sure its a big or just incomplete or wasn't going to happen. The psi equipment in the psionics chapter doesn't show up as actual items. Yes i know i can create them, but considering they are just forms of equipment, i would think they are something i should be able to drag from the items list.

Hi Elvedui,

You are correct, if they're standard equipment then they should be there but I don't see any PSI equipment in the Psionics Chapter (Core Rulebook 2020).

Can you point me to where you are seeing this equipment and I'll get this addressed.

Thanks,
MBM

ochimura
January 17th, 2022, 23:55
See the February 2022 update thread for more info, Rad Weapons don't multiply damage as such, the DMG is different altogether.

Thanks,
MBM

I understand about the 'radiation damage' but in my last example the damage was kinetic, not radiation, and it still wasn't applying damage x10 as it should.

MadBeardMan
January 17th, 2022, 23:59
I understand about the 'radiation damage' but in my last example the damage was kinetic, not radiation, and it still wasn't applying damage x10 as it should.

The trait overrides the damage type, so it's down to the radiation rules even if you use Kinetic. This is where traits overrule player data.

Once I fix the PC Character sheet layout issue then the Rad damage is the last thing for this update.

Cheers,
MBM

ochimura
January 18th, 2022, 00:56
The trait overrides the damage type, so it's down to the radiation rules even if you use Kinetic. This is where traits overrule player data.

Once I fix the PC Character sheet layout issue then the Rad damage is the last thing for this update.

Cheers,
MBM

Okay cool. Thanks for your work :)

esmdev
January 18th, 2022, 08:18
Hi.

In Behind the Claw, the careers section of the Dolphin says All careers from the Traveller Core Rulebook are suitable for Chokari. Should be Dolphin.

This is in the info from the races window and the reference manual.

Edit: Is also in the most recent PDF, but that's not your department. ;)

MadBeardMan
January 18th, 2022, 09:05
Hi.

In Behind the Claw, the careers section of the Dolphin says All careers from the Traveller Core Rulebook are suitable for Chokari. Should be Dolphin.

This is in the info from the races window and the reference manual.

Edit: Is also in the most recent PDF, but that's not your department. ;)

I report them when I find them....and then await updates. But I'll address that now that someone else has spotted it.

How you doing Esmdev?

Cheers,
MBM

MadBeardMan
January 18th, 2022, 09:06
Okay cool. Thanks for your work :)

Hi ochimura,

I've emailed Mongoose this morning, with a lovely example of firing an FGMP at a poor NPC. When he clarifies that what I think the damage should be, I'll make those changes asap.

Cheers,
MBM

esmdev
January 18th, 2022, 09:38
I report them when I find them....and then await updates. But I'll address that now that someone else has spotted it.

How you doing Esmdev?

Cheers,
MBM

So far so good. Still things I can't do physically but I have to say my brain is working so much better. Oxygen really does help. :)

Gearing up to run some Traveller starting next week. It's the first time I've looked at the system in awhile and the ruleset looks awesome! Kudos on all the improvements.

ThatsSoNoc
January 18th, 2022, 16:40
Should be Dolphin.

Thanks, for all the fish?

esmdev
January 19th, 2022, 01:18
Did a simple scout ship in PC Spacecraft and it displays great on the server but the client misaligned. It is only the main page, the other tabs seem fine.


Edit: Uploaded wrong image.

MadBeardMan
January 19th, 2022, 10:02
Did a simple scout ship in PC Spacecraft and it displays great on the server but the client misaligned. It is only the main page, the other tabs seem fine.


Edit: Uploaded wrong image.

Morning esmdev,

That's already been reported, and it's fixed (will be part of the update being completed today).

The issue was that the Mortgage Payments Left field just didn't like being displayed, as if the Bank was hiding how long you had left on your house mortgage!

Cheers,
MBM

meachie
January 23rd, 2022, 17:27
Pirates of Drinax Book 2 has the location of Drinax at 0603 while travellermap and reach adventure 5 have it at 2203

esmdev
January 23rd, 2022, 22:25
Pirates of Drinax Book 2 has the location of Drinax at 0603 while travellermap and reach adventure 5 have it at 2203

It is because in the published book Mongoose is using sub sector numbering in their system lists instead of sector numbering, which is an odd choice. What makes it an even odder choice is they are using sector numbering for the maps in the very same chapter. Since MBM generally inputs the data as presented probably went unnoticed until you brought it up.

I have no idea what the solution might be, but a quick glance showed that every sub sector covered in PoD book 2 has the same problem (both book and mod).

TrentLane
January 24th, 2022, 20:45
No Problem, I attached Psi Skills and Psi Section in the actions tab
50959
50960

Edit: Couldn't upload the campaign due to size, so I linked it on my Gdrive (https://drive.google.com/file/d/178zBYTTBEu6LG7LPBp7_ijNomu0a0WBL/view?usp=sharing) if that helps

Another error I forgot to mention, and it's a strange one to me. Whenever I open the "Inventory" Tab in the party sheet for the first time I get: [ERROR] Script execution error: [string "ps/scripts/manager_ps_loot2.lua"]:37: attempt to compare number with nil
After that first time it works fine for the rest of the session

TrentLane
January 26th, 2022, 10:30
I've seen in the changelog that the display error for the PC spacecraft should be fixed, but it still showed up for my players in yesterdays session.
51167

meachie
January 27th, 2022, 08:45
I can confirm that the issue is not fixed for my player either

GregRex
January 27th, 2022, 14:28
I can confirm that records before the fix have not been resolved but records created after do work as advertised. I sent the info to MBM.

TrentLane
January 27th, 2022, 15:31
Small bug I just encountered when editing a weapon for my player. It doesn't seem to respect the change in ammo/magazine count I made. Re-equipping and resetting ammo top max didn't help
51190

TrentLane
January 27th, 2022, 18:15
I can confirm that records before the fix have not been resolved but records created after do work as advertised. I sent the info to MBM.

I just tested with one of my players. Creating a new ship is nearly fine, but one other error crept up. The Status tab doesn't display correctly:
51193
(Don't mind the weird colors, that's my players settings)

fruitbat
January 28th, 2022, 12:12
Hi,

Just started a new Traveller campaign using the 2e rules and my players and I are having a great time but we have come across a couple of niggling issues. I can't find any previous reports so I'll list them here.

1/ I can't find a way of adding sighting aids (e.g. Secure Weapon) to a player's inventory. The drag and drop simply fails. It works for all other item types.
2/ Encumbrance just seems weird - I have added a screenshot of a player's sheet and although there is a lot of stuff listed most of it is not carried or equipped but he is still shown as heavily encumbered. Help please! 51201

Apologies if these are down to user error.

Thanks

TrentLane
January 28th, 2022, 12:22
I just tested both things with my campaign, and I can add sighting aids; beware they're not fully automated yet but should show up in your inventory. Same with encumbrance, working just fine.
Just looking at that screenshot, do you have any Themes/Extensions loaded? Mostly 'cause the charsheet shouldn't look like this if you have the standard theme loaded. Maybe that is causing the error?
This is what it looks by default: 51202
You can also see several attachments, and encumbrance working just fine.

fruitbat
January 28th, 2022, 12:47
Thanks for the help - I think removing the theme helped the encumbrance but it doesn't seem to update very quickly. Is there a way of 'forcing' an update when a new item is added or an old one dropped?

But I still can't add a sighting aid e.g. adding a gyrostabiliser to a shotgun. I drag the icon for the gyrostabiliser onto the inventory - nothing, tried the action tab ... still nothing, I've even tried the weapon itself having unlocked it. Clearly I am doing something wrong ... but what?

TrentLane
January 28th, 2022, 12:56
That is very strange, just tested again and encumbrance updates immediately. Make sure to disable any other Extensions you might be running, and update FG if you haven't already. Really the only other reason I could think of why it doesn't work.
You could also test in a fresh campaign to see if that makes any difference

fruitbat
January 28th, 2022, 13:21
Tried a new campaign and that certainly causes the encumbrance updates to occur more quickly - maybe a factor of all the 'stuff' in my current campaign?

BUT the sight aids thing still doesn't work ... the drag and drop just does nothing, i.e. I can drag but when I drop the item is not added to the target location.

My wife has just discovered that you can add the link button into the Notes text of the weapon, but we just see the 'button' without any text so you can't tell whether the gun has a gyrostabiliser or a laser sight without actually clicking on the button itself.

Is this how this is supposed to work?

TrentLane
January 28th, 2022, 13:38
Tried a new campaign and that certainly causes the encumbrance updates to occur more quickly - maybe a factor of all the 'stuff' in my current campaign?

BUT the sight aids thing still doesn't work ... the drag and drop just does nothing, i.e. I can drag but when I drop the item is not added to the target location.

I doubt it's stuff loaded, since I also have a ton of rulebooks and supplements and it doesn't affect it. The "Location" of the item must be set manually, but does it now drop the Item in the Inventory?

fruitbat
January 28th, 2022, 13:46
Well .. question 1 about the encumbrance seems to be related to how much stuff a character has in his inventory - whether carried, equipped or just listed. I created a new character in my current campaign and adding items to him worked fine ... in terms of changing the encumbrance. But characters owned by my players seem to afflicted by this slow/non-updating encumbrance issue - still an issue if I clear ownership or take it as GM.

Looking at the character XML the character "load type" attribute under encumbrance doesn't seem to have been updated to take account of the mechanical tool set they are carrying of mass 12.

As for sighting aids I think I'm just gonna give up and add them by just typing the item into the inventory list then adding the weapon as location. Can't see an alternative right now.

Ruleset version (v2022-01-21)

Launcher version v4.1.13 (2022-10-05)

meachie
January 28th, 2022, 13:57
I can confirm that records before the fix have not been resolved but records created after do work as advertised. I sent the info to MBM.
I created a new pc spacecraft for testing and the player who was experiencing the issue is still experiencing it

GregRex
January 28th, 2022, 14:07
Hmm, for everyone still getting bugs can you provide the latest FG version number indicated in the upper right of your FG Launch screen and the Ruleset Version found after launch? In the chat type '/console', then scroll down the console window and grab the 'Mongoose Traveller (2E) ruleset version number. Screenshots below for guidance:

51204

51205

*Edit - I noticed you don't even need to go to the console. The version number is in the chat at launch lol.

TrentLane
January 28th, 2022, 14:26
Launcher: 4.1.13 (2022-01-05)
Ruleset: v2022-01-21

meachie
January 28th, 2022, 17:02
Launcher: 4.1.13 (2022-01-05)
Ruleset: v2022-01-21

Same for both myself (Host), and the player in my game who is experiencing the issue.

GregRex
January 28th, 2022, 22:07
Well that's good news and bad news. Everyone is current but some things still aren't resolved.

I am going back to Jan 16th when Trentlane reported Psi issues. I think anything before that has come up again since and reported. I am updating MBM's 'To Do' board to take another deep dive to see if we can reproduce these issues.

One last thing, please be able to reproduce these errors with all extensions disabled to ensure we are tracing the Core ruleset only.

Thanks everyone!

tommenquar
January 31st, 2022, 13:04
Im having an issue with Aliens of charted space V1 not populating in the races tab. Also neither of the careers show up from either volume in the careers tab. so far thats what i have found, although im sure i will find more and ill post them here =)

Mallorylover23
February 4th, 2022, 00:51
sorry if this is already a known bug. Action tab on player character sheet is not updating or taking into account skills added to the sheet after the item.
For example. If I added a Laser Pistol before I added the Gun Combat 0 and Gun Combat (energy) 0 skills to the sheet, the action would record the skill modifier as -3, as it should.
However, if I then added the above skills to the skill list of that player character sheet, the action tab does not update. I have tried clicking through the equip/carried/not carried button associated with said weapons. I have tried removing the weapon from the list manually, but when i add the item back to the sheet, the action refuses to populate, so i have to create a custom action, which means I do lose out on some the the behind-the-scenes automation associated with that item (i think that's correct).

Mallorylover23
February 4th, 2022, 00:54
sorry if this is already a known bug. Action tab on player character sheet is not updating or taking into account skills added to the sheet after the item.
For example. If I added a Laser Pistol before I added the Gun Combat 0 and Gun Combat (energy) 0 skills to the sheet, the action would record the skill modifier as -3, as it should.
However, if I then added the above skills to the skill list of that player character sheet, the action tab does not update. I have tried clicking through the equip/carried/not carried button associated with said weapons. I have tried removing the weapon from the list manually, but when i add the item back to the sheet, the action refuses to populate, so i have to create a custom action, which means I do lose out on some the the behind-the-scenes automation associated with that item (i think that's correct).

I have also tried closing the character sheet and re-opening it, no luck. I have also cleared and re-established ownership of the pc sheet and that hasn't helped either

Mallorylover23
February 4th, 2022, 00:57
I have also tried closing the character sheet and re-opening it, no luck. I have also cleared and re-established ownership of the pc sheet and that hasn't helped either

the only thing that did manage to force the sheet to update was a complete restart of the campaign. not the most ideal solution

esmdev
February 4th, 2022, 02:00
I can confirm this behavior, though when I did it the skill value in the action tab stayed 0 instead of cycling to -3.

I just opened a new blank character sheet, added a laser pistol and the action tab skill for it was a 0. I added the gun combat (energy) skill and no change.

Just to check it wasn't laser pistol, I also tried several other weapons along with the associated skills, no change to the above problem.

Also, I don't know if this is a FGU problem or a Traveller problem, but when I created the new blank character, it seems to pick random portraits and associates them with the blank sheet.

Mallorylover23
February 4th, 2022, 02:05
I can confirm this behavior, though when I did it the skill value in the action tab stayed 0 instead of cycling to -3.

I just opened a new blank character sheet, added a laser pistol and the action tab skill for it was a 0. I added the gun combat (energy) skill and no change.

Just to check it wasn't laser pistol, I also tried several other weapons along with the associated skills, no change to the above problem.

Also, I don't know if this is a FGU problem or a Traveller problem, but when I created the new blank character, it seems to pick random portraits and associates them with the blank sheet.

thanks for confirming. I actually ran across the problem while prepping for my session 0.

I noticed that unarmed attack would be something every PC ought to have access to and didn't want to forget about that and have to add it to everybody's sheets during play. so i just added the unarmed attack item across the board to all of the un-claimed/unedited sheets.

Stargrove
February 6th, 2022, 16:31
There is something not happening properly with Task Chains in that the Effect result from one roll is not being applied properly to subsequent rolls down the chain. I have confirmed this issue on my end as well. I have also confirmed that I do not have any extensions loaded. I did not see this mentioned in this thread going back to mid-Dec so if it has already been brought up, I apologize.

There is some mention that one person had some chains that had been created using the older extension and that those were working.

Please see this thread for more details: https://www.fantasygrounds.com/forums/showthread.php?72339-New-Task-Chain-Feature-Some-Questions

MadBeardMan
February 6th, 2022, 16:41
There is something not happening properly with Task Chains in that the Effect result from one roll is not being applied properly to subsequent rolls down the chain. I have confirmed this issue on my end as well. I have also confirmed that I do not have any extensions loaded. I did not see this mentioned in this thread going back to mid-Dec so if it has already been brought up, I apologize.

There is some mention that one person had some chains that had been created using the older extension and that those were working.

Please see this thread for more details: https://www.fantasygrounds.com/forums/showthread.php?72339-New-Task-Chain-Feature-Some-Questions

Hi Stargrove,

I just posted on that thread that I've got the issue and am going to get it sorted as soon as I can.

Thanks,
MBM

tommenquar
February 6th, 2022, 16:45
Ive mentioned this before, however when i load in Aliens of charted space volume 1, the races tab does not get populated with any of the content. Ive tried reloading it, rebooting the game, and starting a new campaign. Neither works.

MadBeardMan
February 6th, 2022, 16:57
Ive mentioned this before, however when i load in Aliens of charted space volume 1, the races tab does not get populated with any of the content. Ive tried reloading it, rebooting the game, and starting a new campaign. Neither works.

Hi tommenquar

Those were sent to Smiteworks, I shall update it and send it again and ask them to push an update as a HotFix.

Thanks
MBM

tommenquar
February 6th, 2022, 17:00
Hi tommenquar

Those were sent to Smiteworks, I shall update it and send it again and ask them to push an update as a HotFix.

Thanks
MBM

Thank you sir, Stay classy

MadBeardMan
February 6th, 2022, 18:46
Ive mentioned this before, however when i load in Aliens of charted space volume 1, the races tab does not get populated with any of the content. Ive tried reloading it, rebooting the game, and starting a new campaign. Neither works.

Hi ,

So I've made sure the Races are there, and in fact found a few other issues that were never reported before (added some better checks myself). I've requested it's sent as a HotFix.

[Fixed] Added missing Races
[Fixed] Linked missing tables to various careers
[Fixed] Added missing Zhodani Unity AFV
[Updated] Renamed images and some data to stop clash, for example, 'Noble Combat Armour', both K'kree and Zhodani had exactly the same-named items (in more than one area!)
[Added] Added Aslan Armour Modifications as Misc items in Equipment

Cheers,
MBM

bigrat
February 6th, 2022, 18:57
I am having an issue with destructive weapons damage calculations. I have tested it, and unless I am doing something wrong. The stock items with the destruction trait ex bombardment gun (2DD), don’t multiply their damage by 10 when applying the damage directly in the combat tracker. The roll will say destructive, but the actual damage is as if they just rolled a 2d6.

[DAMAGE]
Bombardment Gun [DESTRUCTIVE] [TYPE: kinetic (2d6-36=4)]

Why is it subtracting the 36?

MadBeardMan
February 6th, 2022, 19:02
I am having an issue with destructive weapons damage calculations. I have tested it, and unless I am doing something wrong. The stock items with the destruction trait ex bombardment gun (2DD), don’t multiply their damage by 10 when applying the damage directly in the combat tracker. The roll will say destructive, but the actual damage is as if they just rolled a 2d6.

[DAMAGE]
Bombardment Gun [DESTRUCTIVE] [TYPE: kinetic (2d6-36=4)]

Why is it subtracting the 36?

Hi bigrat,

First where is that weapon, which book is it from and how are you rolling it?

The -36 seems to be a modification (ie entered on the desktop), but once I know what weapon and how you're using it I can investigate.

Thanks,
MBM

bigrat
February 6th, 2022, 19:17
Hi bigrat,

First where is that weapon, which book is it from and how are you rolling it?

The -36 seems to be a modification (ie entered on the desktop), but once I know what weapon and how you're using it I can investigate.

Thanks,
MBM

Thanks for the fast reply MBM. The weapon is from the MGT 2E - Central supply catalogue. For my part, I don't run the game with any modifications besides the task chain extension. I was rolling the damage after a regular attack roll targeting a PC, via the CT.

bigrat
February 6th, 2022, 19:18
The PC was wearing a regular battledress. Though I am not sure if that should have any effect on destructive weapons.

MadBeardMan
February 6th, 2022, 21:40
The PC was wearing a regular battledress. Though I am not sure if that should have any effect on destructive weapons.

Hi bigrat,

Thanks for the extra info, I'll get that checked out for you soon as I've finished the bits I'm working on.

Cheers,
MBM

tommenquar
February 7th, 2022, 15:33
Thanks MBM. keep up the good work and ill keep reporting them bugs as we find them. Only other thing is i dont see the ability to add Charisma (Vargr attribute).

GravityBlade
February 9th, 2022, 22:14
When clicking on the "Armour" or "Weapons" buttons in Items the resulting window is blank.

51408

If this has been reported before apologies as I wasn't able to find the report.

Thanks.

tommenquar
February 13th, 2022, 06:37
Found a creepy crawly on the task chains good sir. If you post a skill specialty but try to roll the genaric skill or unskilled (or JOAT) it will not allow the roll. However if i post the generic skill on the TC and roll with the specialty it will roll as normal. Still will not acknowlage Unskilled of JoaT though.

Starwolf
February 13th, 2022, 11:52
I found a small bug in the Central Supply Catalog when I read through it this morning. Pocket magnet and Return Mirror have the same item description.
51468

MadBeardMan
February 26th, 2022, 16:54
Found a creepy crawly on the task chains good sir. If you post a skill specialty but try to roll the genaric skill or unskilled (or JOAT) it will not allow the roll. However if i post the generic skill on the TC and roll with the specialty it will roll as normal. Still will not acknowlage Unskilled of JoaT though.

Hi tommenquar,

Thanks for this, I'm going to double then triple check everything with Task Chains as there's another CoreRPG update coming out. Good spot though, thanks!

Cheers
MBM

MadBeardMan
February 26th, 2022, 16:55
I found a small bug in the Central Supply Catalog when I read through it this morning. Pocket magnet and Return Mirror have the same item description.
51468

HI Starwolf.

Oh, my bad (I think). I'll get this updated and fixed. Thanks for spending the time posting here and pointing it out!

Cheers,
MBM

Rhenny
February 26th, 2022, 23:28
Hi MBM,

I'm not sure if I'm doing something wrong or if it is a glitch. For PSI actions in the action tab, the PSI DM seems to always be set at -3, but the actual rolls are made using the actual DM. In any case, when the PSI points are deducted it seems to register that there are 0 points available so it always deducts from END score. Not sure how to fix that or if it is something you need to fix.

Thanks.

Rhenny

thilenios
March 12th, 2022, 02:21
Hi bigrat,

First where is that weapon, which book is it from and how are you rolling it?

The -36 seems to be a modification (ie entered on the desktop), but once I know what weapon and how you're using it I can investigate.

Thanks,
MBM

Was this ever resolved? We seem to be having the same/similar issue, on both the Plasma Rifle (1DD), and also with weapons like the Stunner.

thoringard
March 13th, 2022, 19:45
Hello - I wanted to report an error with FGU. I am receiving an error when attempting to perform an ACTION on a NPC sheet. I am using fantasy grounds unity and have updated to the latest version. I am using the 'bodyguards' NPC from the pirates of drinax book. I am attempting to perform an action listed under the ACTIONS section of the NPC sheets and I receive the following error

[ERROR] Script execution error: [string "scripts/manager_action_attack.lua"]:267 attempt to perform arithmetic on field 'nStatMod' (a nil value)
I am attempting this action:
51978

I also get the same error when attempting from the combat tracker
51979

Although, I am able to roll successfully from the SKILL section here:
51980

Strangely, i tested it with the 'bodyguards' NPC from the drinaxian companion and it works fine, no errors.

thoringard
March 14th, 2022, 17:53
hmm.. not sure what happened, but I am no longer seeing this error today. I havent updated anything but the I no longer get this error.

rcruk
March 19th, 2022, 23:26
I seem to have a bug that armour when worn, is not reducing it's encumbrance load. It's like this for all my players, with a variety of armour types.

MadBeardMan
March 19th, 2022, 23:27
I seem to have a bug that armour when worn, is not reducing it's encumbrance load. It's like this for all my players, with a variety of armour types.

I'll check it tomorrow as the latest CoreRPG update that broke some of the dice rolls, also updated all of the encumbrance system as well.

Thanks for letting me know.

Cheers,
MBM

cdjensen99
March 21st, 2022, 12:08
Hello, We was playing yesterday and the Referee set up a task chain. We didn't have someone with Engineering (J-Drive), but we did have someone with Engineering, However it didn't allow the person with Engineering to make the roll.

It looks like the Task Chain doesn't recognize the root of a skill tree as a valid substitute for the roll. We didn't try unskilled to test to see if that would work.

Is there a work around other then manually making the roll and going from there?

cdjensen99
March 21st, 2022, 13:53
Also during the game we had a space combat and when rolling the damage it didn't work (see picture below)

52110

EDIT: Ok after doing some testing with a mock battle.
I have the PC ship added to the Spacecraft Combat Tracker.
I added an enemy ship to the Spacecraft Combat Tracker.
Using the combat tacker I target the PC ship from the enemy ship. Attack using the weapons dropdown and roll damage from the same dropdown. It works as expected.
Using the combat tracker I target the enemy ship from the PC ship. The weapons dropdown doesn't bring up the weapons, this is because you roll for attack from the PC Character Sheet. However, when rolling from the Character sheet it does the attack roll just fine but when rolling damage it does not roll the weapon damage from the PC sheet.

Conclusion there is a disconnect from the weapon damage on the character sheet and the Spaceship Combat Tracker.

MunTheTraveller
March 24th, 2022, 04:26
Having a problem rolling damage, it appears that if I have a damage type in the Damage text box it won't roll the dice.
[DAMAGE]
Laser Pistol (TL 09) [TYPE: energy (=0)]
If I take the damage type out it rolls the dice and calls it kinetic damage.
[DAMAGE]
Laser Pistol (TL 09) [TYPE: kinetic (3d6=8)]

52152

52153

MunTheTraveller
March 25th, 2022, 02:33
Having a problem rolling damage, it appears that if I have a damage type in the Damage text box it won't roll the dice.
[DAMAGE]
Laser Pistol (TL 09) [TYPE: energy (=0)]
If I take the damage type out it rolls the dice and calls it kinetic damage.
[DAMAGE]
Laser Pistol (TL 09) [TYPE: kinetic (3d6=8)]

52152

52153

I think I may have found a work around to this issue. When I drop the TL 09 Laser Pistol on to an NPC sheet the damage box auto fills like this: 3D6 laser
If I change it to this: 3D6+0 laser it begins to work.

Serg Barbeau
March 27th, 2022, 11:39
I think I may have found a work around to this issue. When I drop the TL 09 Laser Pistol on to an NPC sheet the damage box auto fills like this: 3D6 laser
If I change it to this: 3D6+0 laser it begins to work.

Yes, it works. I also noticed that if the damage costs 3d6+3 laser, then +3 is ignored. To make +3 work, you need to enter 3d6+3+0 laser

Boldtaar
March 31st, 2022, 23:54
In the JTAS 1 module the Four-Wheel ATV is missing image and token

MadBeardMan
April 1st, 2022, 15:53
In the JTAS 1 module the Four-Wheel ATV is missing image and tokenThere

Hi Boldtaar,

There is no image and thus no token in JTAS 1 for it.

Thanks,
MBM

MadBeardMan
April 1st, 2022, 15:53
Yes, it works. I also noticed that if the damage costs 3d6+3 laser, then +3 is ignored. To make +3 work, you need to enter 3d6+3+0 laser

HI Serg Barbeau,

All fixed up, now sending. The CoreRPG dice manager changes caused a few unexpected issues. To be expected when removing some code and placing as generic code into CoreRPG.

Cheers,
MBM

thilenios
April 2nd, 2022, 16:04
HI Serg Barbeau,

All fixed up, now sending. The CoreRPG dice manager changes caused a few unexpected issues. To be expected when removing some code and placing as generic code into CoreRPG.

Cheers,
MBM

Just thought I'd check again. Are the updates to DD weapons, typed weapons (Laser, stun, ect), and armor weights fixed? Didn't seem like it was updatead for our game last night

MadBeardMan
April 2nd, 2022, 16:44
Just thought I'd check again. Are the updates to DD weapons, typed weapons (Laser, stun, ect), and armor weights fixed? Didn't seem like it was updatead for our game last night

Yes the dice manager updates have fixed the NPC damage, and the DD weapons, plus now the encumbrance update (from CoreRPG) now checks the correct wearing state to apply the weight changes for worn armour.

Expect it Tuesday. When I push updates they don't go live, they are scheduled and I got it in for next Tuesdays.

TrentLane
April 2nd, 2022, 19:24
Yes the dice manager updates have fixed the NPC damage, and the DD weapons, plus now the encumbrance update (from CoreRPG) now checks the correct wearing state to apply the weight changes for worn armour.

Expect it Tuesday. When I push updates they don't go live, they are scheduled and I got it in for next Tuesdays.

Awesome! Will there be a fix for the PSI issue too in this patch?

MadBeardMan
April 2nd, 2022, 19:37
Awesome! Will there be a fix for the PSI issue too in this patch?

There's nothing specific, as I've been told by the testers that everything seems to be working. The Dice Manager updates may address the issues. However if you are on Discord, DM me with what issues you have and we can sort them.

Cheers,
MBM

TrentLane
April 3rd, 2022, 14:33
There's nothing specific, as I've been told by the testers that everything seems to be working. The Dice Manager updates may address the issues. However if you are on Discord, DM me with what issues you have and we can sort them.

Cheers,
MBM

This (https://www.fantasygrounds.com/forums/showthread.php?51017-Official-MGT2e-Bug-Report-Thread&p=635304&viewfull=1#post635304) is the bug I was mentioning. I'll check again after the Update if it's still acting weird.

cdjensen99
April 3rd, 2022, 16:52
Any headway on this issue?

cdjensen99
April 3rd, 2022, 16:52
Any headway on this issue, this is the bigger issue

TrentLane
April 6th, 2022, 17:22
I just tested in a new campaign, no extensions, and it seems like PSI checks aren't resolved properly. Instead of reducing PSI, it immediately reduces END.
52312

paragade
April 6th, 2022, 17:35
With the new Characteristic/Skill rolls on the Party Sheet, Intellect seems to be missing from the list of options.

grimfish
April 11th, 2022, 03:33
Found a creepy crawly on the task chains good sir. If you post a skill specialty but try to roll the genaric skill or unskilled (or JOAT) it will not allow the roll. However if i post the generic skill on the TC and roll with the specialty it will roll as normal. Still will not acknowlage Unskilled of JoaT though.


Was this supposed to be fixed in the March update? I'm still seeing the same behavior. Unskilled doesn't drop on skills in task chain. Generic Skills don't drop on Specialty.
Just checking! It's hard to use the Task Chains effectively without being able to drop the Unskilled skill on them.
Or am I misunderstanding how it should work?
Thanks for the frequent updates! I finally have a group to play with and it is promising to see the constant improvements.

Also, oops. I manually created a skill called "Unskilled Skill" for testing. Now I can't delete it. No big deal as it is on my test character. Just a warning!

Starwolf
April 11th, 2022, 07:15
Looks like there are a bug conserning starship combat. I got a PC whit gunnery(turret) skill of 2. With the dex stat it gives a total result of +4dm on the roll. The ship my players got have 2 turrets. But the total DM is only right on the first on the list. The second turret it looks like it FGU doesn't read the skill level. See attached picture.
In addition I can't see that the armor of the ship is in play during combat as I cant find any armor value listed anywhere other than the design sheet. Neither is any software DM from whatever programs running on the ship computer.52344

Boldtaar
April 11th, 2022, 15:14
You don't use gunner skill when doing attack role for missiles so program is doing it right
See rule book (2022) page 173.

What ship are using?
If the armor don't show up in combat tracker then you probably have a syntax error on the ship system tab.
If you using custom ship add don't add ":" in the armor description the armor won't show. See what happens if you change armor to "Armor: 4" and drag a new ship into combat tracker.